REALMD1.BSP
(Realm Of Despair v1)

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Author: Inphidel[NOVA]

Release Date: June 2nd 1999

Reviewed by: Razzimatazz

Review Date: August 21st, 1999

FTP: REALMD1.ZIP
Take a look at the docs REALMD1.TXT


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

TOTAL: 37/50 VERY GOOD!

My first impression when loading this level was, where is everything? Then i turned around and saw the wall next to the player start (observer) with "REALM OF DESPAIR" on it.

Each base has ONE respawn area, no telefragging there, but there are three teleports leading to the sniper area, lobby resupply, and basement resupply. Its an interesting concept meaning you'll never respawn far away from where you want to be, which is good, as long as you don't get telefragged when you teleport into one of the resupplys (which i predict would happen). Each resupply has an abundance of grenades, which doesn't help a small level like this play well, so I wasn't kind in the item quantity score.

Running around the level you'll notice the medievil theme has been implented well, except for the use of one rock texture as the main wall type I think. It really doesn't fit with the other metal and brick textures used, and I'm sure others will agree with me. The layout of each base is nice and original, especially the fact that the bases don't face eachother, which I would like to see more of. Outside is in a -U- shape of two castles cut into some cliffs, set at night. Each castle has the main part and a smaller outpost where snipers can get a look at the enemy outpost. Each outpost even includes a little resupply.
The thing I don't like about the outside is that the cliffs have a repeating pattern of buldges in them. With a little more time spent the cliffs could be as realistic and attractive as sewer1 :). There are also several little ledges you can grenade jump up to in the cliffs, but its a little to bright outside to make them worthwhile the painful jump. It is a night time sky so why not a little darker I say?

Inside each base has the usual 2forts similarities, the spiral etc. The lift can be used by both teams, which makes things a bit different, as it gives quick access out. The detpackable water route also leads from outside to the basement, so the basement looks to be the hub of defence again. One think I don't understand is the dungeon down near the basement and water route. It consists of a couple of small rooms with bars, and you can open and close the bars from outside. So I had the good fortune to lock myself in there, and I'm sure I won't be the only one. From checking out the entities in ented I'm assuming that if you enter a enemy respawn you get teleported to the dungeon, but the .txt file doesn't confirm it.

Up in the place of the ramps room is the lobby, which links the main entry with the spiral, lift and sniper area. In the middle of one wall is the teams statue, of the teams god. This serves as both the capture point, and a detpackable target for the enemy. If the statue is detpacked the statue's team loses 5 points, which is just a little too much I say. I'm not sure if that means they could get negative frags, but if so I am predicting attacking squads full of demomen, all rushing to detpack the enemy statue. The lobby/statue room is actually quite cramped, and with a gren2 resupply right above it, what better way for defenders to clear out demomen, than with 4 gren2's? That sort of thing does not go well with me.

If someone could tell me that the point system does make for good gameplay, or perhaps if a new version is released with slightly more balanced points, then I will definately try to get it on some servers. I predict this would make for good fun with less than 8 players a side.

-razzimatazz

 

Screen Shots:
Image 1: The blue flag(book) in the basement.
Image 2: The blue statue in its' lobby.
Image 3: Out in front of the red base.
Image 4: Approaching the blue base.
Image 5: One of the lifts, which both teams can use.

 

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