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Farewell to Fudge Brownies by Iikka "Fingers" Keranen. Download
More and more Quake3 inspired maps were popping up when this piece was released; loads of new custom levels had curvy gothic architecture. This map however is a little difrerent. Yes, it does have loads of curves (and very blimmin' nice they are too) but it seems not to resemble Quake3 or any of the other maps from the Quake3 inspired generation. This map definitely has a look of it's own. As we've already mentioned curves are abundant but the styling is much more futuristic because of the maps flourscent neon-lit styling. This map really doesn't look like anything produced before by any other author. The texturing is absolutely beautiful, the best use of this set yet - hardly surprising considering the author, Iikka made them himself! The lighting is also spot on - it all seems to be sourced there aren't any areas that are too bright or too dark.
Check-out that new-age architecture. Very curvy, very futuristic. The map looks fantastic because of it's curves and it's perfectly implement texture set. It also flows beautifully and the r_speeds are suprisingly low. The flourescent lighting really gives it a feel all of it's own too. |
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Well then, how does this architectural and visual masterpiece play? Really rather well in fact! The map does actually have quite a wide layout, but getting around it is easy as pie. The inclusion of teleporters really make this piece 1on1 friendly - without those FFA and team games would have been the only options really. The level is basically divided into two layers that do a hell of a lot of overlapping. Everywhere you turn there will be a drop-hole either above you or below you depending on what level you're on. This allows you to 'track' an opponent by using sounds when you're on one layer and they're on the other. Then with some good prediction, a well-timed rocket can make it's mark (with a little bit of practise!). At the centre of the map there lies the focal point - the largest room containing the grenade launcher, the lightning gun and the Quad if you wish to play with it on. Two rocket launchers also make an appearence at opposite ends of the map along with a host of other weapons for back-up. Around this lie a number of small rooms connected by curvy tunnel networks along with steps, ramps and a wind-tunnel in the form of a bounce-pad for vertical movement.
Item placement is incredibly good. More often than not, map authors have some difficulty in turning one of their Quake2 maps into a Quake1 piece (and vice versa), but this one has been done very well despite the weapon changes. Everything in the map is placed in such a way to share everything between two players. Whether this was done deliberately or not, it sure makes for a good game. The yellow and red armours are niecly spread, making them hard to camp all the time. Above the yellow jacket is a drop-hole too, so people walking underneath can be pelted with rockets. Ammo is also well spread, with just about enough for each weapon. Health is actually quite scarce, almost to the same degree as in UltravViolence by Escher. However, the increased accessibility of the armours on this level makes up for that.
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A wondeful layout makes the level flow superbly. The vertical connectivity is awesome as the map overlaps itself in so many areas, making for some sneaky little death from above opportunities. The map also features lots of drop-holes above key-items allowing the educated player to guard them to some extent. |
Final Verdict.
This map really is incredibly well built. The layout is fantastic, being well connected in both horizontal and vertical directions. Gameplay tends to be hard-thought but also fast-paced, which many of the best duel maps are. Perhaps the only criticism that could be made is the lack of ambient sounds. Some computer buzzes or technologically-based effects could have added an extra dimension to the maps already wonderful atmosphere. But this map really is a great piece, not only does it have a very distinctive styling but as we've already mentioned it really does play a treat too! For that reason this map gets the rating "How many Quake-hedz can you fit into a phone-booth? Who cares! Play the blimmin' map already!"