AT
A GLANCE: There's
a reason why game developers
usually choose to make
maps that take place in
areas like sewers, warehouses,
and space stations - there's
no fucking trees in them.
Why don't mappers and
game developers like having
levels in jungles and
forests? Simple; they
don't look realistic,
shoot your polygon count
through the roof, and
make the map look stupid.
If you don't believe me,
download Jungle Wars and
see how vile a map can
become when the author
attempts to create some
kind of terrible "faux-jungle"
motif. Folks, it just
won't work.
|
All
aboard the swollen,
irritated rash train!
|
DESCRIPTION:
Although the guy is from
Holland, he has better
English than most of the
crap mapmaking hacks from
the states. Perhaps the
branch of "Crazy
Ned's Shit School of Mapmaking
Awfulness" in Holland
gets more public funds
than the ones in the US.
They probably have less
shootings too.
Check
out the bunkers and
watch towers, it's really
nice to see. The Bots
is one of the hardest
things to get right
but I've succeed!!!
I hope you'll like this
level as much as I do.
|
Hmmm,
did the water suddenly
get warmer?
|
THE
MAP: Well, there's
a bunch of trees, a flooded
tunnel, and architecture
that appears as if it
were built by pranksters.
The actual play area is
real small, and you can
get from one flag to the
other by simply going
through the flooded tunnel,
capping the flag in under
10 seconds. However, if
you are unfortunate enough
to take a wrong turn,
you end up in the "Polygon
Humiliation Zone",
where all sorts of experimental
buildings and failed attempts
at making a cube bask
in blue-lit hell. Once
you enter the this forbidden
area, there's little to
no chance that you'll
ever escape, as it goes
on and on for miles, like
trying to navigate through
the New York City subway
system with all the lights
out (and with more trees).
This is the kind of map
where you'll be wandering
around, trying to figure
out which continent you're
on, and you'll see the
bots actually trying to
hang themselves from the
horrible, horrible buildings.
I
can't figure out what
is so damn appealing about
unbelievably large maps
to these people. Do the
crap mapmakers ever try
playing the maps after
they finish them, or do
them simply "fire
and forget"? If any
of you fool mapmakers
are looking at this out
there, read these words
carefully and take note:
"If you can cook
up 10 batches of meth
in the time it takes for
your character to run
from one corner of the
map to the other, it's
too fucking big."
Since
it is the author's first
map, it is naturally chock
full o' lighting badness.
Red, blue, green; we're
pissing every color of
the rainbow all over the
goddamn place. How bad
is the lighting? This
map's lighting is so bad
that it has contaminated
my sperm count, ensuring
all my children will be
born blind. This map's
light is so bad that Epic
is considering suing the
author for slandering
their game engine. This
map's lighting is so bad
that scientists at major
universities, working
around the clock in hi-tech
laboratories, are STILL
finding new, previously
undiscovered colors in
this monstrosity. Oh yeah,
the skybox is fucked up
too and is just a sky
texture placed on a flat
surface (I just had to
note that before I kill
myself).
GAMEPLAY:
Like all big maps I review,
it turns out to be as
fun as discovering that
puss-filled lump on the
back of your neck is infected
with baby mosquito larvae,
ready to hatch and consume
your brain. Gigantic spaces
full of trees, random
polygons, and terrible
geometry just doesn't
turn out to be that big
of a blast as some less
intelligent people might
think.
FUN
FACTOR: Yawn. Even
when I close my eyes,
the terrible lighting
burns through my eyelids.
THE
BOTTOM LINE: Please,
for the love of God, don't
make any more jungle or
forest maps. They weren't
meant to be made, and
we won't have game engines
or computers powerful
enough to render them
well for years to come.
This map perfectly illustrates
that, and also has the
side effect of making
you sterile.
-
Cranky
Steve