|
|
|
|||||||
| ||||||||
|
Street a.k.a. Night
Ride An reader wrote in last week wondering if I was going to review this level (as well as a few others), and I am overjoyed to fulfill his request/suggestion. The very thought that folks might actually be interested in what I have to say here with these weekly columns thrills me to no end. Film critic Roger Ebert once had me rolling on the floor with laughter in a negative review of some schwag movie, where he stated the ridiculously elemental theory that a film can only succeed if there is an audience between the projector and the screen. On the same note, a map level review is only worth it's salt if there is someone looking at their monitor screen when the page in question is loaded. I am honored to know that folks are reading these, so of course I will review the maps you suggest or request. Even the junkers.
Enough theory. Street is like SinCity, but bigger. There are more buildings, more ladders, more guns, more little nooks and crannies to hold the melted butter [including a wonderful trash dumpster with a working lid], and, a touch I am always delighted to see, a match ending Intermission Camera that is an inspiration unto itself. Intermission Info Cams are one of those things that most mappers sort of neglect to add because they really aren't vital to the workings of a successful level. And when they are used they usually follow the classic Quake route of displaying some majestic, high overhead angle that a player could not possibly see from in-game. TNT took that idea one step further and even went so far as to construct a little 'cave' with a nicely flowing textured waterfall and splashing water sounds and plopped his Camera in there ... What does it have to do with the map? Absolutely nothing. But the fact that he had the presence of mind to construct it suggests and awareness of the game that goes beyond just giving people a place to run around like a bunch of Yayhoos while they blow each other up. I like seeing stuff like that.
SinCity actually established some conventions for SiN mapping, and Tatuone plays them like a fiddle. We get climbable fences, blasted up sidewalk sections, a feeling of urban funkiness that doesn't need to be explained, and a circular 3d construction to the map that requires a player to use the ladders to scramble from rooftop to rooftop in search of bigger, better guns. Ammo and health are in abundance, and the locations of the armor items is inspired and diverse. This is not a level that encourages camping; you need to keep moving and watch the other rooftops for snipers. I wish there were a few more structures up on the roof sections like SiN's air conditioner vent models to seek cover behind, but I think idea here is, almost like a Space Map, to keep the player exposed as much as possible, speed up the gameplay, and hit those fraglimits.
The other thing that makes me scratch my scalp in wonder is the little room most players may not be aware of, located in one of the buildings adjacent to the dumpster. I only stumbled upon it because I was "noclipping" my way around the map in spectator mode trying to find the cave he made for the Intermission Camera, flew inside of a building and all of a sudden I was in a small hallway with a 100 point Medikit and a nice stash of each armor item. Huh. Well I rejoined the game, scrambled up to where the doorway is [look for it tucked in a rooftop corner underneath a nicely used patch of Ritual graffiti], and found that not only was the door locked but you need a KeyRing item to get in. What is so bizarre about this is that I CANNOT FIND THE KEYRING ANYWHERE. It's not even in the map if you load it up in single player. What gives? Did he just forget to add it, or is it supposed to be another "Teaser" like the Intermission Camera cave?
But it really doesn't matter, and might even be seen as yet another example of why Tatuone excels with this map if it is in fact a Teaser. You can't really make a good level for a game unless you enjoy playing it, and Street is a total SiNners map, obviously made by someone who adores playing the game and is aware of what it's potentials are. I love the little "tunnel/underpass" segment below one of the buildings, the Riot Helmet smack dab in the middle. Streetlamp and barricade models are used in ways that look real. His little scripted dumpster is a joy and inspiration to behold, making me wonder how I can work a dumpster into one of my own levels [hint to server admins -- make sure you install the map's script (.scr) file so that the dumpster lid will work ... duhh]. The buildings themselves are all perfectly scaled, looking like buildings, where even in SinCity and my beloved Skeen some of the structures tend to just look like huge textured blocks. I also get a kick out of how he made the little section of busted up sidewalk, with a perfectly aligned slab of the stuff leaning against a wall and a health jar tucked underneath -- NOW THAT'S THE SPIRIT!
Touchdown. Download Street from Ritualistic's stash of SiN files at 3ddownloads.com by clicking here. SQ061702 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: |
|
|||||||
|
|
|
|||||||