Post by maul on Nov 25, 2007 20:58:25 GMT -5
THEME
Ok, firstly with this review I want to start with what is the most unique feature of this map compared to other maps for Killing Floor, and that is the
fact that the theme is miles away from the initial KF one, seemingly aimed towards a more fantasy-esque horror, which can at times be just as frightening
as in the vanilla theme, however as far as reviewing maps for Killing Floor goes it has to be taken into account that this is an abstract theme and thus
looses points for it...securing points in theme is having an original idea and executing it well, but it has to be handed to Asnipe34,the map does fit his
new theme extremely well even if it misses the semi-realism based storyline.
GAMEPLAY
Gameplay is of course the most important issue, as map structure has to be carefully weighed to make the atmosphere tense and constantly exciting.
With this in mind unforetunately the map seems a little too large to be as fully engrossing as it could possibly be. If only it were slightly smaller
perhaps the tension we all know and love with KF maps would kick in, however as it is there is little more than camping and shooting, no running or franticly
trying to weld some defences into place. As the zeds are easily picked off from large distances.
The house is a welcome addition to the map, and provides a place to hold out properly, by sealing the front doors and shooting from higher windows.
This is a cool feature, but is let down by visual faults of which I will explain in detail later.
The trader is in a very well placed spot, she is never really too far away. And is not hidden so deeply that tracking her down takes weeks.
There are a handful of rooms in the mansion, and a few interesting asthetic effects such as ghosts and the wave of spiders...but aside from this theme
driven features the rooms are fairly straightforwards. Some are even bare. There is an interesting trap in the mansion however, that splonks you down to
the ground floor after luring you with a weapon of some kind. Once again a very creepy and cool effect within the chosen theme.
Speaking of weapon placement there are some MAJOR odds and ends with this level to do with such, however first I want to demonstrate my fandom of the tunnels
that lead underground. While brainstorming for cool level ideas one of such that came to would be a mining system, full of shafts and such very similar to
what can be seen in the tunnels for this map. The claustraphobia missing from the above ground sections of the map is in full effect down there, and is
only diminished by the large amount of lighting. And also the random scattering of weapons that would normally cost over several hundred pounds.
Thats right. You can wander in to the caves and pick of a rocket-launcher if you feel like it. Instantly taking the helpless feel of being constantly at the
end of your wits away from the game. Dropping the already fairly loose tension even further.
In summary of the Gameplay, the layout is not bad, its just too large. And the weapon placement is not optimal.
VISUALS
Altogether, it was a mixed bag on visuals.
The moment I started up the map and looked around I didn't have much criticism to offer, I was going with the flow...until I rounded a corner and realized
that there wasn't sufficient distance fog! I could see the ground texture repeating for ages...and looking fairly obvious at that due to the slightly over-
bright lighting. But lighting is something I will go into later; first I want to fully cover the texturing - of which sadly, left alot to be desired.
At first I thought perhaps it was because I had the texture detail down so low, but after shifting the dials up I was dissapointed to see that there was
very little change. Now in some circumstances when a texture does not look right no matter what you do you can always rely on lighting to hide the edges and
provide a more realistic effect, however this map seems to have not made use of lighting to hide these textures. And in fact the lights only seem to reveal
more ugly blemishes. In fact I'd say that the texturing was by far the worst part of this map; aside from that the other flaws are minor.
The static choice is generally excellent and one of the better elements of this map,the creepy dead trees and dead scrubs are well suited and fit nicely.
Also the reflective pond is a very nice visual element that breaks up the terrain a little - giving it more realism. That being said there are still a
handful of areas that feel a little bare, or that could have used a little extra foilage or grass to liven them up a little. And there was some strange
choice of static in the basement as well...such as a phone booth and pepsi machine. In the basement of a house? Odd. However overall it was fairly
well done.
Lighting was good in some areas, basic in others. But never strayed so far into 'bad' lighting as such, as I never once walked into an area and went 'wow'
the lights look terrible, however I only once did the opposite, and that was approaching Katiana down in the basement where there is a nice red glow.
SOUNDS
By far the best aspect of this map is the sound affects, from the creaking doors to the haunting whispers and evil laughter of haunting spirits. It really
does add to the atmosphere and makes it seem engrossing where the visuals may let it down.
The lack of music was not noticed oddly enough, as the other sound effects provided such ambience that there hardly a need. That being said, ambience was not
enough to give the game the edge of being pressured and tense that level structure could not allow for.
CONCLUSION
This map is the sort that would be considered warming up for something, like getting your skills honed before attempting a really ambitious project. Either
that or Asnipe34 spent too much time on asthetic effects and too little on the basic fundamentals of a good map. That being said the end result is far from
a failed map and I can see this being played on servers for quite some time. Alot of hard work went into this - that much is obvious, perhaps not always in
the right places, but nontheless I think it deserves merit for what cool effects we were shown.
I give it a 7/10.
Ok, firstly with this review I want to start with what is the most unique feature of this map compared to other maps for Killing Floor, and that is the
fact that the theme is miles away from the initial KF one, seemingly aimed towards a more fantasy-esque horror, which can at times be just as frightening
as in the vanilla theme, however as far as reviewing maps for Killing Floor goes it has to be taken into account that this is an abstract theme and thus
looses points for it...securing points in theme is having an original idea and executing it well, but it has to be handed to Asnipe34,the map does fit his
new theme extremely well even if it misses the semi-realism based storyline.
GAMEPLAY
Gameplay is of course the most important issue, as map structure has to be carefully weighed to make the atmosphere tense and constantly exciting.
With this in mind unforetunately the map seems a little too large to be as fully engrossing as it could possibly be. If only it were slightly smaller
perhaps the tension we all know and love with KF maps would kick in, however as it is there is little more than camping and shooting, no running or franticly
trying to weld some defences into place. As the zeds are easily picked off from large distances.
The house is a welcome addition to the map, and provides a place to hold out properly, by sealing the front doors and shooting from higher windows.
This is a cool feature, but is let down by visual faults of which I will explain in detail later.
The trader is in a very well placed spot, she is never really too far away. And is not hidden so deeply that tracking her down takes weeks.
There are a handful of rooms in the mansion, and a few interesting asthetic effects such as ghosts and the wave of spiders...but aside from this theme
driven features the rooms are fairly straightforwards. Some are even bare. There is an interesting trap in the mansion however, that splonks you down to
the ground floor after luring you with a weapon of some kind. Once again a very creepy and cool effect within the chosen theme.
Speaking of weapon placement there are some MAJOR odds and ends with this level to do with such, however first I want to demonstrate my fandom of the tunnels
that lead underground. While brainstorming for cool level ideas one of such that came to would be a mining system, full of shafts and such very similar to
what can be seen in the tunnels for this map. The claustraphobia missing from the above ground sections of the map is in full effect down there, and is
only diminished by the large amount of lighting. And also the random scattering of weapons that would normally cost over several hundred pounds.
Thats right. You can wander in to the caves and pick of a rocket-launcher if you feel like it. Instantly taking the helpless feel of being constantly at the
end of your wits away from the game. Dropping the already fairly loose tension even further.
In summary of the Gameplay, the layout is not bad, its just too large. And the weapon placement is not optimal.
VISUALS
Altogether, it was a mixed bag on visuals.
The moment I started up the map and looked around I didn't have much criticism to offer, I was going with the flow...until I rounded a corner and realized
that there wasn't sufficient distance fog! I could see the ground texture repeating for ages...and looking fairly obvious at that due to the slightly over-
bright lighting. But lighting is something I will go into later; first I want to fully cover the texturing - of which sadly, left alot to be desired.
At first I thought perhaps it was because I had the texture detail down so low, but after shifting the dials up I was dissapointed to see that there was
very little change. Now in some circumstances when a texture does not look right no matter what you do you can always rely on lighting to hide the edges and
provide a more realistic effect, however this map seems to have not made use of lighting to hide these textures. And in fact the lights only seem to reveal
more ugly blemishes. In fact I'd say that the texturing was by far the worst part of this map; aside from that the other flaws are minor.
The static choice is generally excellent and one of the better elements of this map,the creepy dead trees and dead scrubs are well suited and fit nicely.
Also the reflective pond is a very nice visual element that breaks up the terrain a little - giving it more realism. That being said there are still a
handful of areas that feel a little bare, or that could have used a little extra foilage or grass to liven them up a little. And there was some strange
choice of static in the basement as well...such as a phone booth and pepsi machine. In the basement of a house? Odd. However overall it was fairly
well done.
Lighting was good in some areas, basic in others. But never strayed so far into 'bad' lighting as such, as I never once walked into an area and went 'wow'
the lights look terrible, however I only once did the opposite, and that was approaching Katiana down in the basement where there is a nice red glow.
SOUNDS
By far the best aspect of this map is the sound affects, from the creaking doors to the haunting whispers and evil laughter of haunting spirits. It really
does add to the atmosphere and makes it seem engrossing where the visuals may let it down.
The lack of music was not noticed oddly enough, as the other sound effects provided such ambience that there hardly a need. That being said, ambience was not
enough to give the game the edge of being pressured and tense that level structure could not allow for.
CONCLUSION
This map is the sort that would be considered warming up for something, like getting your skills honed before attempting a really ambitious project. Either
that or Asnipe34 spent too much time on asthetic effects and too little on the basic fundamentals of a good map. That being said the end result is far from
a failed map and I can see this being played on servers for quite some time. Alot of hard work went into this - that much is obvious, perhaps not always in
the right places, but nontheless I think it deserves merit for what cool effects we were shown.
I give it a 7/10.