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Oblivion

This is a good map, possibly the best I've made. For all of you who dont know, this map, "Oblivion," was originally designed for Unreal Tournament. My little bro is into UT, and so I play it sometimes. I was playing this map when I realized -- this would make a great quake tourney. As you might expect, I set off to work. After about two weeks, I got this. I tried to create the exact same oblivion with quake textures. What I came up with was a slightly bigger and brighter oblivion with quake textures. As far as the looks go, the map is very strictly angular. I only have a few curves in the entire level. From first look, the map might appear bland, but when you look around you will realize that there is more detail than it seems. I always thought the map (and many others) in UT was bland, but when I was making this map, I realized that I was wrong. It took me much longer than expected to get all the little things in and also angle the brushes correctly. However, it still isnt nearly as detailed as many other futuristic maps out there, and there is the problem with the "jaggies". See, some of the detail called for very thin brushes, some even coming down to a point. In the game, these brushes appear to have jagged edges, hence the name jaggies. BTW, "brushes" are just individual shapes in a map. For example, the floor of a room would be a brush. The ceiling would be another. If you are familiar with Q3Radient or have read my tutorials, you should be very familiar with terminology like that. This map has perfect aesthetics (you will find that many maps do). The item placement is good for its tourney size, and the map flows well. All parts are connected somehow, making it easier to get around. The map is located entirely indoors, on a spaceship. In Unreal Tournament, there is a really cool hyperspace effect outside. Since I'm horrible at writing shader files for quake, I had to leave that special feature out, and use a nightime sky. Just pretend that the ship is moving REALLY slowly. =) Of course, it is a futuristic map (who ever heard of a gothic spaceship?) A brief overview would have us started at the front of the ship, where a railgun is located. That room splits off into three directions: left, center, and right. The center path leads through a hallway that has health and windows that overlook the rooms that are accessed by taking the left or right paths from the first room. The center path eventually leads out into the back room, which I will talk about in a minute. If you take the left or right paths from the railgun room, you will find yourself going down ramps to a lower-level section of the map (if you could even consider it a lower level; the map certainly has no vertical play aspects.) In this "lower-level" section are two rooms with vaulted ceilings, one room on each side. In one room you will find the Rocket launcher on the opposide side, ammo for it. The two rooms are connected by a hallway that goes below the central path leading out of the first room. In this hallway you will find a mirror, some +5 healths, and the level's only armor, a mere 3 or 4 shards. There are no other paths leading out of this hallway. Finally, the back room. You can reach the back room by any of the three paths you take from the front room. Lower level rooms have rams leading into the room, and the central path empties you right into it. This back room is the largest room, and contains health, and a shotgun. The shotgun is located in one of the boxes in the back. The map flows very well, so I just had to give it a perfect score because nothing is wrong in that section. Hehe, I gave playability a perfect score as well. The map just plays very well; thats all there is to it. This map is best played with two or three people. Any more and it just seems to cramped, even though four people do fit in it quite easily. Tourneys are the best thing to play in it, especially because the map keeps the action going even with only two people. I dont really think I need to say any more about the playability. Finally, the fun factor. Because of the Aesthetics and Playability, the map is fun. You wont be moving around for more than 10 or 15 seconds without finding another person. The action keeps on going, and sometimes you might find yourself low on ammo or health becuase you didnt have time away from the action to power up. That fact adds to the fun as well. Also, the Unreal Tournament look of the map should attract UT fans; it might prove to be a way to switch them over to being a quake fan. The only reason I took off of Fun Factor points was because of the maps small size; you get used to it very easily and its less fun to play in a map where everything becomes expected. So, overall, I would say this is a very good conversion from UT to Quake, especially with it being my first ever. I have some other UT maps that I would like to convert sometime as well, but I prefer to go with original ideas first. The overall rating was an 89 on this. I would say that this is my best map so far. I have yet to earn an "A", however.

 
  {Click for Larger Image}
Some ramps and boxes.
    {Click for Larger Image}
A very angular look.
 
 
Ratings: Looks - 17/25; Aesthetics - 25/25; Playability - 25/25; Fun Factor - 22/25
OVERALL RATING -- 89/100
   Download Now -- sykotrny2.zip (1,049 K)
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Design by Dave Conway; ©2001