This map is HOT. And it has some water and plants. You could use those components
to build up the Finnish sauna as well. This time, though, it is a somewhat more violent
thing we have in hands. It is a small botanical miracle how some of the vegetation can
survive here among all this melted rock and furious battle around.
The map has original looks and not all of this is coming from the custom textures.
The author has also demolished many barriers between different styles and has apparently
felt free to mix up different styles. Thinking about this, the result is amazingly
consistent.
The map offers decent amount of z-axis, close and even some long range fragging. In case You
have not downloaded this map, You should do it right away. Definitely worth the hassle and
time. I will keep this one.
The map is not entirely low poly and there can be seen several spots that have over 250 polygons
with their 380 nodes the average being around 120/200. This may introduce some lag on the slowest
computers but IMO the map is still playable especially because the node/poly ratio is not too high
and because the author has completed a decent zoning. There are some dynamic lights but they are
used wisely in closed areas and away from large surfaces. All the 5 PhragItSpawnpoints (prepare-to-battle)
are well placed and facing into good directions.
The bots do what they can within their inbuilt AI. The author didn't help them too much. Many of
the shortcuts down the ledges are missing so the bots simply take the long course down the ramp.
No ambushpoints not to talk about sniping.
The map flows really well. No dead ends and many convenient gaps for jumping over them.
The weapons and their ammo has been placed mainly by slapping them on floors. Their places are very well
thought out. The amount of firepower is suitable for playing 2-to-2. The same applies to health. The only
powerup, shield belt, is located on a bridge hanging over lava. Good thinking with that one.
The architecture supports the textures and the gameplay. Decent outside area with flowing lava and nice
looking rocks. Doing all this without using a single semisolid brush and still managing to keep the
node/poly ratio below 2 (1.89) is an achievement by itself. Making it play and look cool is another.
The textures are aligned elaborately. Some of the rocks outside are INTENTIONALLY left unaligned to
make is look more natural. However, the trim texture used widely in this map does look bad. Especially
inside, where it's scaling has gone too far making it look formless. Same applies to some of the roof
trims.
Lighting is well sourced and the produced light has tight relation to the source. Some (if not all)
of the light boxes are slightly oversized. This does not look bad as their glow has been brought
down to the limit of unnoticeable.
The map has a very rich sound environment and the music track, Phantom, suits well on the theme. The
sounds are all static and there is no echo setup.
To the author:
The bots are relatively good by just doing the normal pathing thing with lift setup and so on. However,
there are some more advanced techniques to make them fight like devils. You could have introduced some
more of the shortcuts down the ledges. There are some of them but more is required. Now it was too often
I got my frag because the bots were dumb on their moving. There could also be some ambushpoints to show
the bots where are the better hunting grounds. IMO, the light boxes could have had more glow on them,
now it was first in the editor I noticed them.... and I played the map at least an hour before doing that.