current lack of new maps being released in the
community, I've decided to browse through my hard
drive and review some older maps. Lantastic 2, as
the title suggests is a small lan sized
deathmatch level meant for 1on1 and 2on2 matches.
However from playing this map, tommyd makes it
apparent that size doesn't matter.
You only have to look at this map to realize that
you're on to something special. Texturing is
excellent, there were no misaligned textures that
I could see. The texturing is well varied and
well executed. Each area has its own texture
scheme, making it easy to tell where you are.
Contrast between areas is excellent considering
how different a lot of the areas appear. Lighting
is nothing short of fantastic. Like the
texturing, its varied and intereasting to look at.
Lens flares are used in areas, but thankfully not
overused. Light is emitted from many different
sources, not just the ususal light fixtures we
expect to see. Coloured lighting is subtle and
used sensibly, adding to the atmosphere of the
map. Every area of the level is well lit, I could
not find a single area that was overly bright or
The architecture in this level is outstanding.
The map has a very curved feel to it, making it
much more intereasting to look at. The use of
things such as pipes, gratings and power cables
helps the level seem more like a real place. The
use of curved roofs, walls and entrances makes
the map look much more appealing to the eye.
The problem with many nice looking maps is that
they fall down when it comes to speed. With
Lantastic 2, this is not so. The r_speeds are
around 200 in corridors, 300-400 in main areas,
rarely going over 400. Thanks to this, the action
is never slowed down. The map is very well
connected, with most areas having several
entrances. The design of the level (such as the
wide, curvy corridors) and the excellent weapon
placement greatly helps flow. Ammo is well spread
out and is never seen packed up next to the
weapon its used for. This means that the player
has to keep going and keeps the campers away. All
respawn points are never far away from fairly
decent weapons keeping the games even. The level
makes good use of risk incentive through its
traps. A slime pit guards the RPG and to get to
the gauss you have to make a leap of faith over a
deadly laser beam. Use of medikits and energy
pickups keep fights lasting longer, making for
some intense matches. Thankfully some weapons
have been omitted, the hornetgun and egon (the
weapons regarded by HL players as the most
The quality of this map is also increased through
one or two little extras. Ambient sounds are used
in places, which help create more of an
atmosphere. When you enter the map or get
fragged, little messages such as "free your
mind" and "you just bought it"
show up on the HUD. This is somewhat of a
gimmick, but its nice to see the authors putting
in a bit of extra effort.
Lantastic 2 is an outstanding piece of deathmatch
level design. It excels in every area and I find
it near impossible to see a flaw with this map.
The only thing I think could've made it better
would be a few more ambient sounds. Lets hope
mappers will look up this kind of map for
inspiration and start making better maps. VeNgEaNcE