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SFire aka Sin Fire
And on that note, I'd love to see some of Tiger's "practice" maps. Tiger is the chap who executed Sfire, which according to his info text is a remake of a Half-Life level called "X-Fire", and what he came up with is such a richly detailed little world that at times it almost overwhelms the gameplay. It's a little over designed, if that is possible. Yet there is a palpable sense of joy that Tiger must have felt while making this map that simply drips out the monitor screen right into my eyes -- as I like to say, the best mappers are people who enjoy building for a game maybe even more than they enjoy playing it. The reward comes from getting the map just right no matter how long it takes; Tiger must have been dancing with glee after the two days it probably took to compile this baby.
This is about as close to delivering such a vision for SiN that I have been able to find. Essentially you get three Bases, each cleverly built into the sloping, irregular, naturalistic landscape in a way that looks "real". Sfire is one of those maps that wouldn't have been possible without the techniques of brush clipping and polygon collapsing enabled by the then-advanced Quake II engine, where one massages the right angled blocks that level editing tools are programmed to create into forms that can mimic the irregular shapes in nature. I went so far as to even de-compile Sfire and load it's resultant .map file into SinEd on my friend's PC just to examine it's construction, and was literally blown away by the level of detail that Tiger employed when making the polygons that he used to shape the sloping hillsides, faceted cliff faces and odd patch of greenery here and there.
Now ... with that said, the map does have a specific weakness, which is that the detail is almost too rich in places. Players have a tendency to get "stuck" on bits of the intricate geometry. A couple of the ladders in the Bases are kind of hard to use because they are too close to the sides of the rooms they scale -- you get wedged into the shafts and have to jump back down and start over, making one into a momentarily confused sitting duck. The map is also silent: Jungle levels need the macaw calls, humming crickets and monkey jabberings from SiN's incredible library of sound effects to make them really come to life: just listen to the spellbinding semi-secret Jungle2/Jungle Pass 2 from SiN's single player game to see what I mean. Obviously you probably won't notice this in the heat of combat, what with rockets zinging past your head and all, but I still look upon a Quake engine map with no sounds as like a hot dog without Gulden's Mustard on it ... lacks flavoring. Tiger gave us the Silent Treatment. The weapon selection is also somewhat uninspired; the Rocket Launcher feels overpowering in this little canyon, and combat has a tendency to devolve into melee matches in the outside areas, where players get stuck on the angled blocks or wedged between a tree and a building. And the map has a 'visible polygon count' that is a little high and stresses lower end systems ... it is essentially a big box with a million funny shaped blocks in it, always an anathema to optimal frame rates. I would often host this map on Gameranger and players would complain that it was "laggy"; I contend that their little RevB iMacs were slow or they were using crummy video cards that couldn't keep up with Tiger's Polygon Overkill.
But to me the most striking aspect of the map is the totally 100% convincing sense of place. I believe that this spot could exist in our Universe somewhere or somewhen, a quality that for me is important for a successful level no matter where it is supposed to be taking place or what game I am playing. Some of my mapping freak buddies are under the impression that I only like levels set in forests or with lots of water and grenades (though grenades are a must for Squonk-approved mappage, I concede). The truth of the matter is that I don't care if I'm in a Missile Silo or a Toxic Waste Dump or some gloomy Classic Quake Death Castle -- all I ask is to believe that I am somewhere, and not just running around inside a game engine (*cough* Quake III *cough*).
Download the Sfire from Ritualistic's stash of SiN files at 3ddownloads.com by clicking here. SQ051602 email: squonkamatic@excite.com You can access Squonk's archive of SiN: Gold Map of the Week reviews over at Macgamer.com by clicking here, and don't forget to visit his multi platform friendly SiN site for custom map and skin pack downloads and other goodies at http://www.squonkamatic.net/sin. Related Links: |
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