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Challenge.World.Maps
Sunday, 07 May 2000 - Architecture - The premise for this piece appears to be an ill-omened cathedral. Massive ornamented spires and a main facade overlook the meditation garden. Covered galleries flank the garden winding their way to the interior of the structure. Worshippers can also use a large operating door in the main facade for more direct access. These three routes open to a spacious central nave, replete with vaulted ceiling, ambulatory and the Fog of Death for those who wish to ignore the collection plate. Lighting and Texture - Visual contrast is solid as you move from stark steel tones in the garden to a more subdued torchlit brimstone haze in the interior. Sourced, ambient and transitional lighting mesh seamlessly throughout. Tetxure selection is kept to a decent minimum providing a consistent, believeable scheme. Performance - Brushwork appears to be quite economical. Still, the polys present a realistic model of the selected subject. Detailed constructions and curved surfaces are sparse but used effectively to help convey a real-world feel to the piece while keeping your processor off its knees. Use of clippers is just about right allowing you to explore, although you'll encounter a slight hitch entering the single teleporter. FPS numbers were good so expect great performance. (Screens courtesy of Snotman) Weapons - RL, LG, Rail, Plasma Gun and the Shotty. Author's Comments - A major part of our mapping project is to understand what forces are at work that influence or restrict how players interface with the pieces authors build. To help direct player comment I asked Snotman to describe his approach to basic design elements: How did you approach the architecture? What about weapon/items selection and placement? Did you "build in" any play directing features? Any intangibles or extras? The Bottom Line - |
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