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Review of DeadStar
"Dark map....maybe a bit too much."
This is the only review I'm probably ever gonna give, but I just had let this out, it's been nagging at me for some quite time. I am here to give you my personal opinion on one of the first maps ever made for Gloom, Deadstar.
DeadStar is a pretty cool map at first, but after playing it a few times through, it generally becomes a nightmare for the spiders. Why? Let me explain.
First of all, DeadStar is a DARK map. Only one place in the entire map has some bright lighting. The darkness in and of itself is really not all that bad, however some more lighting in this map, even if subtle would be nice.
Now you might think this gives the spiders a HUGE advantage, but most of the time this isn't the case. The humans can camp in some key places quite easily, including the hallway just oustide the spider base. Grunts can just sit and fire bullets like hail into the doorway at the poor spiders trying to get out. Then along comes the commando, exterm, or mech destroying everything in sight, and ending the map in 5 or 6 mins.
Speaking of the darkness, the human base is dark itself, which causes a problem if a wraith gets loose inside the base. Helluva hard to track those suckers with nothing more than a flashlight. Isn't one of the map rules to make the hooman base LIGHT? However, there is one place on the map that IS lit up, and can serve as the human base MUCH better.
More problems come into play with the spider base itself. The room itself is circular, which isn't really a good idea, IMHO. Only one exit, an easily camped one at that. Plus the textures in the room such as the spiky ball and the table can get in the way. Also, thanks to a bug in the 1.2 full pak, the spiky ball is either non-visible for software users, or simply a bland red color for GL users. Blech. Shrink the spiky ball down to the size of a disco ball and get rid of the table in the middle and I could almost forgive the circular layout.
In conclusion, because of the easily camped hallways, the gameplay really tends to suffer on this map. I really haven't played that many good games on this map, a few at most. I would welcome someone to do a Special Edition revision of this map, but so far no one seems up to it. Sorry, I can't give this one a seal of approval in my book.
Map author deserves more credit for the awesome texturing; several custo... - The_Pyro [more]
Deadstar is a lamers heaven; but, if people play with honor, the games can b... - Saig [more]
Apart from the spiders base this map rocks. - ValouR
I agree with most comments on this map.Let me explain my original intenti... - Vedacon [more]
mm... deadstar. Texturing on this map 0wns. Good work Vedacon... hope your d... - R1CH [more]
Well..maybe it's time for a Deadstar SE?(Not the huge one that was already made) - Fella
Great map. Great gameplay -- good balance. Bit of a bottleneck outside... - Chuckies [more]
The only, I mean the ONLY thing I don't Like about this map is the Gamep... - Blakhawk [more]
Woot! Go Map!!! - A Person called DW
omg shit ass ... - _ - - Sheep.BAAA!!
First map I ever played.. scared the fucking shit outta me.. got me hook... - Insanity [more]
First map i played to... didn't see much of it, my gamma was really low, c... - Ranger [more]
Comment: The textures are well used, however I am detracting one cube for the spider base layout, which I went into further in the review.
Comment: The layout is not bad, but there are a few key hallways that can be easily camped by hoomans.
Comment: I have to say since it was one of the first Gloom maps, it was definately creative and the darkness creates a very moody atmosphere.
Comment: The gameplay, which is the greatest factor on any map, suffers greatly. A few changes and it could be a great map.
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|The Gloom Map Depository is copyright Team GMD. Quake2 is a registered trademark of Id Software. Gloom is copyright Team Reaction. The review script is copyright R1CH.