Military stronghold that Mr. Rommel left behind after his looting expedition in Sahara desert.
The layout is perfect for sneaky deadmatch. Stubborn rushing is definitely not the right
attitude here.
The playground is uniform, consisting connected buildings and their rooftops. There are plenty of
opportunities for sniping and You can escape into the wilderness in case You don't feel safe inside
the citadel. I just would love to play this one as LMS, as I'm such a chiken, or, like Mr.
Rommel would put it: "The clock says tic-tac but I'm saying tac-tic".
Although the layout is simple, the map is not that slick to play. Unfortunately there are some
decorations that raise the polycount well above the reach of low end systems (P=350/N=700). Just
stay away from the rooftops if You don't have the gear.
Bots can follow You almost everywhere. Only some of the highest rooftops are out of their reach. Also,
the vast amounts of land outside the fortress are not covered. Easy to hide out there. And sometimes
the bots seem to stuck on the (semisolid) wooden stairs. They can grab the secret redeemer now and then. However, they can not jump off the rooftops
which would have made them a lot harder opponents. Now they go around to steps even if they have
a line of sight to You. Also, because of the very nature of the map, the missing ambushpoints make
the bots really dumb. I would love to see a sniper setup at least in the highest tower.
One of the features in this map is that You must learn to use different weapons. The area is quite big
in comparison with the supply of ammo and weapons. I think it is about right. Same applies to the
health. Not too much anyway. There is also a mannable turret which requires practise to be an
effective frag-maker. The man behind the turret is very easy to wipe away.
The map looks somewhat familiar to those that have been playing HL. That is no coincidence as the
author did use their textures. There are some transitions that would have been better off with
some sort of smoothing or trim as a separator. Somehow, the buildings look very repetitive
both in shape and texturing.
I would expect to see more light coming out of those fluorescent tubes. Also, making their texture
unlit just does not make them bright enough. Using special lit with separate texture lighting would
have made them better. Other than those, the lighting is about right including the blue scented moonlight.
The map is silent. Only the redeemer hideout has a sound setup. Music is the Organic-track from
the original UT CD.
All in all, although looking a bit bad, the map was fun to play. The download is rather big,
5.2Mb, it might be worth the waiting especially if You are a chicken like me.