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Review of Arachniphobia
"This map has everything"
This map has everything. You've got a great ambiance, a wonderful layout, and JexJackl has a way of making the players do what he wants them to do using his map. So I'm going to use JexJackl's Arachniphobia as an example of what makes a map great.
First of all, graphics. How did he do it? We've all played this map. Areas of it are dark and scary, meanwhile others are bright and navigable. What makes this map so different graphics-wize? I'll tell you. It's the rounded surfaces and the unique lighting. I've heard an equal amount of rants and raves about the colored lighting on this map. I'll admit, there are times when you can have too much colored lighting. This, however, is not one of them. JexJackl uses appropriate lighting in every section of his map. Most people are unaware that software users and gl users can see a different amount of light when colored lighting is used. To account for this fact JexJackl uses the most accurate shade of light in the dark lit areas of his map; white. In brightly lit areas where the room is flooded with light no matter what shade it is he uses color to add to the ambiance of the overall map. Combined with the appropriate music this map really puts you in the mood to decapitate a couple hundred humans.>
Gameplay on this map is superb. I still find it hard to isolate a single aspect of this map but I shall try anyways. First, and foremost, multiple routes. JexJackl provides 3 entrances/exits to every base, and the complex between the two bases is very interconnected making route changes easy. A human killed near the spider base can't respawn and move to an intercept point on this map. It gives this map a very strong chaos property, which is a lot of fun in any mod. Arachniphobia also has an ample supply of stacking spots. Combined with a unique layout the stacking spots on this map can turn the entire game into an engy vs. breeder battle. The overall complexity of this map forces players to make great use of their communications. The team most likely to win here is the team most coordinated. There are also no advantages here, there is no ultimate stacking spot, no easily camped room, the whole map forces you to work at both offense and defense. There is no easy route to the win.
There is nothing I would like to do more right now than continue this review. However, I believe this is already the longest review I have written for a gloom map. Heres what I want each and every one of you who reads this review to do: Scroll to the top of this page, click on the map poll link, look to see if arachniphobia is already cheched, if it isn't check it now, then click the "vote" button. You have now fulfilled your duties as a reader, continue back to the GMD homepage and browse as you see fit.
"First you get the sugar. Then you get the money. Then you get the women."
FUCKERS, THIS IS THE BEST MAP PERIOD. *stamp stamp* TEN! - Reaper-1
umm, is it just me is everyone else too scared to disagree with you, YOURE... - ValouR [more]
NO ValouR, I'll KILL YOU! Best map period! Why don't you go arg... - Reaper-1(again) [more]
My most favorite map.BEST. MAP. EVER. PERIOD! . . . . .! - ScopeWolf
Comment: It's hard to say that it was the textures applications alone that made this map look so superb. Jex also used some good colored lighting to add to the feel and work in unison with the textures.
Comment: I love this layout. Multiple routes, large rooms, long yet not-so-easily-camped halls. This layout has it all.
Comment: Unique stacking spots, ceiling pipe routes, need I say more?
Comment: Jex expected me to take down cubes for the things he was dissatisfied with. Not so, it's a classic that I will never tire of =)
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