Map Name:
Reduction
Author: Fletch (aka Brian Thomas)
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Reviewed by: Vengeance
As Fletch says in his
readme, the name of this level is intentional. With Reduction, he
was making a comment on the number of textures used in the level.
He also states that this map was an experiment. The problem with
experimental levels is that the author usually ends up focusing
on one or two areas of the design. This also seems to be true of
Reduction. It provides a valuable lesson that a limited number of
textures combined with good architecture is a lot more effective
than using lots of large, photo-realistic textures. Another
benefit of this is the reduced file size. When people use lot of
large, new textures (that are usually compiled into the BSP), it
can boost the zip size up to 3 or 4 megs. Maps which make good
use of existing textures are much more friendly to us humble 56k
modem users :)
Texturing and brushwork, which appear to have been Fletch's focus
are very good. The lighting used complements these two elements
well. Because of his economical texture use, Fletch has kept the
w_poly very, very low and the frame rates very, very high. There
were no technical problems I could see either.
The main problems with Reduction are related to gameplay. We are
told that this level is meant for one on one matches, which seems
about right. But good one on one levels need to flow very
quickly. Reduction is far too linear to make a good one on one
level. I also have some problems with Fletch's choice of weapons.
For such a small map, weapons such as the egon and rocket
launcher should have been omitted. However, the way you get to
these is made reasonably difficult. Also, to pick up the rocket
launcher, you have to quickly run to the other side of the level.
It is factors such as these which encourage gameflow. If the
level had been made less linear and the weapon placement had been
re-thought (we may not have been needed if the level was
expanded) then this could have been a very promising level.
To summarise, Reduction provides a valuable lesson on how
economical use of textures is more effective than using lots of
them. But its gameplay problems prevent it from becoming much
more than a lesson.
S.W.