GLDRUSH3.BSP

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Author: Dyermaker (Clan Kavorkian)

Release Date: 03/26/98

Reviewed by: grimm [502]

Review Date: April 3rd 1998

FTP: GOLDRUSH.ZIP (539k) take a look at the docs GOLDRUSH.TXT


Architectural Originality
Interior Architectural detail
Proper use of textures
Light & Ambience
5/5
2/5
4/5
5/5
Speed & Efficiency
Documentation (.txt)
4/5
4/5
Respawn position & construction
Item quantity and positions
Gameflow & Class Specifics
My own 2 cents
2/5
4/5
4/5
3/5

TOTAL: 37/50 Good.

Notes: You know me, I like to get the uglies out of the way as soon as possible. Here are some gripes I had with this map, and some reasons for some of the lower scores.

This is a small map, obviously designed for fast and furious games! That is a good thing. The author states that it should hold maximum 16 players. With that in mind, let's run through some of the things I thought were not up to par here.

Respawn rooms. Can anyone say Telefrag? It's so small! There are only two of them too! I am the sort of person who gets teleport sickness, when I first respawn, I need the space and time to gather my wits, and exec some new CFGs. I think these rooms were designed like those McDonald's tables and chairs.. to make you wanna get out ASAP.

The next thing that bugged me was the fact that everything was so well laid out, I mean anyone who takes a look at this map can tell there was a great attention to detail here, very nicely done. But after running around it a few times, I realised that very little besides the mines and the bank had any importance. You can't get on the roofs of buildings, you can't even get inside most buildings, and if we look at the well made saloon, it's useless in gameplay. No reason to go in there, it's a deathtrap with no real advantage.

I seriously think this map lacks interior detail. I know, your screaming 'this guy is nuts..what a loon'. But I am not talking about textures or beds or stools or the presence of a horsy stench. I am talking GAMEPLAY interior detail, useful stuff. A place to hide, a good vantage point, back exits, whatever. I think the author was overly paranoid about putting too much lag on the map. Look at TOWN4, it's HUGE and runs super.

A few 'BUGS' I found while running through it.

 

Now let's look at the interesting and GREAT aspects about this map.

It's damn original! From beginning to end, it just reeks originality. A great deal of effort was put forth to make a map that not only looked different, sounded different but also a damn interesting scoring system. I just love those mines, I was running around in there (falling in some pits) and riding those little mining carts like mad.

This is also the first map I've played where the 'move at half speed' goal effect when you grab the goal makes sense. The bank alarm system is a great deal more sophisticated than the one I designed for my map (OUTPOST2) but I didn't get a chance to test it on a server. I don't really know what the various effects are, other than what I read from the readme.

Bottom line, I like this map. BUT I hate running around in a map that with a little more work could go from good, to great! There should be a point to those buildings, a few windows, some ledges or balconies, definitely kick up the level sky and give us access to the roofs.

Hey players, you've seen it, you've played it, now e-mail Dyermaker to tell her what YOU think.

-grimm [502]

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