Map name: Night Raid
Map author: The Hunter
Map filename: night_r.zip
Reviewed by: DeRtY[MiA], Photech(gf), =RiP=Agrippa, JCap334, Computer, Mr Paladin, Thistleknot, Brow [NiO], Oswald [NT], Justin Fairfax, [20ID]God Incarnate, Prescience,

Screenshots:
screenshot1 screenshot2

 

REVIEW
Architecture & Layout score
7/10
Commentary:
Layout is very simple but it complements the levels 'style'. If it was more complex or much bigger it would be frustrating to wait in teamplay. Architecture is decent and adds to the gameplay.

How It Looks score 7/10
Commentary:
Mixed feelings here. I've probably heard the word 'gl_modulate' more often while playing this map than any other. On the other hand it's actually great fun to be ducking in the 'marsh grass' while tracking an opponent. It's dark dark dark. But that's the point so if you really hate dark maps you need to gl_modulate the sucker or go find something else to play

Gameplay (fun factor) score 8/10
Commentary:
Mostly I think this depends on who is playing. Hardcore campers can quickly make this a boring map. On the other hand when the player mix is just right you have great fast fun.

Ambiance score 10/10
Commentary:
It does what it wanted to do with mood perfectly.

Conclusion:
This is pretty much a like/dislike map. It's pretty extreme as to what it tried to do. Could have been a bit better implemented perhaps, but an excellent first try. It's great fun with the right players in teamplay and is still fun in DM. I can't rate it as high as I'd like to since a lot of people will have serious problems with this map. But (for better or worse) it's definitely a must try.

Overall score: 7/10

- Reviewed by Prescience


REVIEW
Architecture & Layout score
4/10
Commentary:
The layout is very straightforward - just a strip of land with a hill at one end. The rocks and spotlight thingies give good cover and whatnot, but everything is too close together - you can rush the other team way too fast. Snipers can be easily mowed down by the rushers. Another problem is that the layout is too simplistic, there is only one way to go, and the level can get boring very fast.

How It Looks score 4/10
Commentary:
The level looks OK for the most part (good use of lighting effects), but the texturing needs some serious work. All the textures seem to be from baseq2, and the tents look like crap. The spotlights on wheels dont look great either, and they are too close together.

Gameplay (fun factor) score = 6/10
Commentary:
= This level is fun to play, but there are a few problems. If the players don't play stealthy, this level turns into an all out bloodbath as players rush each other right away. Flanking and team tactics? Not really, this level is too small for that. If the players stick to the stealthy approach, the gameplay is just damn cool and original, but that's IF they do. This level runs ok, BUT at the far ends of the level r_speeds can get a little too high (1200+) The high grass is cool.

Ambiance score 8/10
Commentary:
This is where the level excels: the darkness and silence (if the players don't rush madly) is flat out cool. Turn your music off when you play this. It could have been better is the texturing was done better.

Other:
I'm pretty picky about levels (I think my old levels aren't great), so take this as constructive criticism. This level has a very good and ORIGINAL idea, but it seems like the author did not put enough effort into it. If he spent less time on making the LNL trilogy and more time on this, it could have rocked. But, (no offense to author) it seems like the author made this level in a few days by just slapping things in a room. If you are gonna do a sequel to this, make other areas and make the rocks and cover more spread out. Maybe have a twisty canyon, or hills and ledges up above. Throw in a cave, too. And make some textures.

Conclusion:
This level is small and fun - for a very short time. The idea was not implemented right. Its only 400k, and servers run it, so get it. But overall, this level is not great. I'd rather be playing something else.

Overall score: 5/10

- Reviewed by Chris Polan aka [20ID]God Incarnate


REVIEW
Architecture & Layout score
5/10
Commentary:
hard time understanding the way that the water stays above the ground, I understand surface tension of water, but that is just ridiculous nice idea though

How It Looks score 7/10
Commentary:
Lights are nice, the tents are good, and the whole idea is nice.

Gameplay (fun factor) score -
Commentary:
I like the theme of the map, very creative use of the lighting and the swamp ideas is interesting and makes for quite nice uni-level sniping ranges. There are two problems I find. One is the fact that any team starting on the bottom level has an inherent handicap. Many times when I played it in Teamplay (which is just about the only way I play), I found that when my team spawned on the lower level we were massacred. Problem number two I have found is an extreme problem with framerate. When I played it and any amount of heavy action came across my screen the refresh rate ground to a halt, which usually resulted in my quite death.

Ambiance score 8/10
Commentary:
Not bad, good use of light

Conclusion:
Nice map, but framerate, gameplay, and balance are missing. great idea for a map though

Overall score: 7/10

- Reviewed by Justin Fairfax


REVIEW
Architecture & Layout score
7/10
Commentary:
This map is straight forward and I mean that literally. This is a simulation of a narrow stretch of land with two well lit areas at each extremity. One base sits at the bottom of a steep hill, seeming to give that team a major disadvantage when the round begins. The middle portion of the map is separated by the effect of tall grass. There are portable lights set up through out the map, but this gives way to numerous very dark areas on the entire map.

How It Looks score 7/10
Commentary:
The sky is lit with a stars, giving the feeling of a night setting. The textures are nothing new on night raid. I feel a bit cheated by the lack of textures on the tents and lighting units. There could have been more texture added to improve this map. The lighting units are unique and a great idea, but lack detail. This also goes for the tents at top base. Also scattered throughout the map are the Quake boxes, which can be use for adequate cover.

Gameplay (fun factor) score 6/10
Commentary:
This map was a great teamplay map. Very tight quarters, not a sniper map, better make use of a shotgun or automatic weapon with a silencer to hid the muzzle flash. It became obvious that each team made their way to the edges of the map, where there was no light for cover. There was continuous muzzle flashes from these areas. It became a good tactic to crouch in the high grass, near the darkened edges to make for effective killing. I don't think everyone knew that the mid ground was high grass and would just run straight through it. Thus making themselves a very easy target. The rounds were not very long making for quick games. The map does not really play well with large teams, it became apparent that 14 people were too many. This just made for easy kills. DM was not played

Ambiance score 9/10
Commentary:
Finally a map with excellent use of sounds. There are the chirping of crickets, but not on every portion of the map. As you make your way into the dark, unlit areas the sound of the crickets fade. Very nicely done. Shadows, shadows, shadows! This maps is full of them from the ample light units on the map. But there is also a lack of lighting, making for very dark areas. Areas so dark, you could be next to someone and not even know it. That is until you have a muzzle flash and you are lying sideways on the ground. The lighting effect coupled with the sound really make the map work.

Other:
Another feature unique to night raid is the attempt at high grass on the map. A portion of the middle section and the lower base, both have high grass. Just crouch down and walk and only the upper portion of your body can be seen by the enemy, making it more difficult to be spotted. One minor fault is that the portion of the screen which simulates below the grass is black. If possible this would be another fix in a revised version.

Conclusion:
The best overall feeling I've had for a map yet. There are a few minor details which can be resolved in future revisions, but this is a strong map. The map could be a bit larger, possible with some trees or even access to the tents. The map did feel a bit small with 14 people in a team game. But this did make for some great action, as this mod is supposed to do. Another excellent outdoor map. This map is a must for all Action Quake 2 owners who enjoy team.

Overall score: 7/10

- Reviewed by Oswald [NT]


REVIEW
Architecture & Layout score
8/10
Commentary:
Not too bad -- the layout looks pretty and fits its concept. Small, sure, but for TP games of under 4 / team, it works well enough. R_speeds are low, thanks to fairly simple architecture. A nice, original feature is the ingenious tall grass. It's really something to see, and plays as realistically as one could ask.

How It Looks score 8/10
Commentary:
Lighting is definitely both an asset and a liability. While the intense white light adds ambience and realism, it's really way too dark; pitch black is going a bit too far IMHO. I was admonished by one of the mapper's friends on the server to "get a real video card", and perhaps that would help; however, buying a new video card just to suit one finnicky map hardly seems ideal.
Besides that, the details work well enough, and structures look pretty good despite their simplicity.

Gameplay (fun factor) score 3/10
Commentary:
Let's start with the positives. First of all, this is one of the few maps that supports stealth; no other maps do this as well as Night Raid does. R_speeds are as low as could be hoped for. And the map provides good, fast-paced (yet not insanely so) TP matches. (DM doesn't work too well.)
And then there's the Big Negative (TM).
Sadly, Night Raid is far too dark in places. Upping gl_modulate and vid_gamma options helped, but even then it was difficult to see some places (in addition to being butt-ugly). Darkness works well for stealth strategies, but at the risk of sounding like a broken record, The Hunter went too far. A shame, really; with a bit more light in the darkest areas, this could have been one of the best and most innovative maps around.

Ambiance score 10/10
Commentary:
Everything works well here. The spotlights contrasted against the shadows are beautiful (and still would be if the shadows weren't black). The crickets add realism and a sense of nervousness to the already inherent tension. Everything looks like it should: a night raid on an enemy camp. Outstanding work here by The Hunter.

Conclusion:
When it comes down to it, beauty is only skin deep. With a touch less darkness, Night Raid would have been outstanding; unfortunately, it's not. We can only hope that The Hunter makes revises his map to suit all of us without the means to "get a real video card".

Overall score: 6/10

- Reviewed by Brow [NiO]


REVIEW
Architecture & Layout score
6/10
Commentary:
The layout in this one is pretty good, though a bit simplistic. It is very small, (which isn't really a bad thing) with plenty of boulders and tents for cover. It can often result in 2 second long suicide rushes, however.

How It Looks score 4/10
Commentary:
Before I say anything else, realize that I am using a P166 with no 3D card in 320x240 resolution, so really there aren't any maps that look great. I didn't find any obvious new textures, just the standard grass and cliff walls. It is appropriately dark, with a few light patches around for contrast. Overall, not a beauty, but it gets the job done.

Gameplay (fun factor) score 8/10
Commentary:
Very fun with up to 10 people in TP, with one exception: of course, the gl_modulate cheaters. It is SO annoying to see one person just sweep through the map shooting everyone, even if it is pitch black where they are standing. It is usually very obvious when people cheat though, so hopefully server ops can ban a few llamas. Ok, cheaters aside, quite nice. It can often lead to tense little showdowns with people looking at each other through the dark, almost all weapons work well, including my favorite combat knives. It is quite possible to be actually kneeling down beside an enemy without him knowing it. :)

Ambiance score 8/10
Commentary:
Great setting, the darkness, high grass (great effect BTW) and crickets chirping will bring back memories of games of hide and seek at night in the yard... you know, playing outside? That thing you used to do before you got a computer?

Other:
Hunter, you really need to figure out a way to stump those gl_modulate losers, they can single-handedly suck the fun out of this map like a great big giant sucking thing.

Conclusion:
Overall, very nice, small, great for small numbers of people for either DM or TP. Also wonderful for people who like to sneak around tossing knives. :) Well, this is the conclusion for my first review, great job Hunter!

Overall score: 7/10

- Reviewed by Thistleknot


REVIEW
Architecture & Layout score
7/10
Commentary:
while there are plenty of foxholes and dark zone for skermishes.... I find the map favored the team that doesn't start in the trench..... by the time you reach the top of the hill you face a foe in complete darkness who can planely see you.... several times you learn how to fly back down the hill... I'd like to see a command center for each side so the in close weapon have a chance...

How It Looks score 9/10
Commentary:
It looks great... a little map tweeking and it could be one of my faves..... the deep grass is GREAT!!!!

Gameplay (fun factor) score 7/10
Commentary:
at the moment the trench and hill let me down.... and at the top of the hill there is limited space to run thru.... till you get over the lip....

Ambiance score 10/10
Commentary:
as far as night raids go.... your put there....... the dark zones are great.... my only fuss with it would be that the darkness should be made so that if viewed from one side you see a shadow image of your enemy against a light backdrop.... to often you bump into someone not knowing weather to shoot...... it promotes my favorite item..... silencer....

Conclusion:
A nice fast map that plays well if you can get over the hill......

Overall score: 8/10

- Reviewed by Mr Paladin


REVIEW
Architecture & Layout score
7/10
Commentary:
We see a straight section of land with hills and some cover positions. The lower base is not that great as it is just that; low. I may well make a map similar in aim to this one but I have to think of an original and film like idea first.

How It Looks score 5/10
Commentary:
For this section I can only see rushed looking tents and 'trailer' type things with large, bland wheels. The hills are straight and the grass is well mown where it is short. It could have been a lot better without much thought.

Gameplay (fun factor) score 7/10
Commentary:
At a guess... Stealth is what is the thing that rules this map. Dark areas for the skilled sniper or mp5 man to hide and use the lack of sound and muzzle flash to kill his enemies. Bit like subway's station roof :)

Ambiance score 10/10
Commentary:
Its all in the sound! Its cooooool. The darkness reigns as you run along only to hear a slight "piff, piff, peeoow" Then find your health whistling down to 0 and your eyes becoming red. Or you sit int he darkness waiting for the right moment to strike. You fire and hear the silencer's satisfying sound. You hit the guy in the head. He runs in panic firing his loud M4 in all directions, spinning. Satisfied you turn away. Some bastard shoots him with the M4 and kevlar vest nicking your frag and you realise its not a film.

Other:
Very cool. I cant wait till Barrysworld figure out that there is such a thing as the AQMD and updates the map rotation.

Conclusion:
3-5 sentences would be too long for most maps as a conclusion of its prowess. Thats one. Thats two...erm. Thats - SNIP. The map will be good for teamplay and DM equally but I couldnt find a sniper rifle amoung the green darkness. A river would have suited this map well. Oh I can't wait until I get a concrete idea for a copy of this map. Oh it could be one of the best maps ever made for this mod! Good idea. Average implementation but the idea will carry it through

Overall score: 7/10

- Reviewed by Computer


REVIEW
Architecture & Layout score
7/10
Commentary:
This is my first review so be cool. I don't write much so It'll be short. hehe :-) I like "war" feeling of this map with the taller grass and the rocks all around. The layout of the rocks is very cool because I can run for cover if I need to bandage or something. The part of the map where the trench is, makes a perfect to place part of your team, while others go out and hunt the other team down!

How It Looks score 4/10
Commentary:
I didn't notice any new textures, and I don't like that. It didn't seem to look terrible, but new textures besides the boring Quake II ones would really have made this map nice. However, the lighting is superb, perfect balance between lightened and darkened areas.

Gameplay (fun factor) score 8/10
Commentary:
This map would rock with 1 on 1 DM to 4 - 8 player teamplay games. Just from running around in a map I can tell. Campers will have a blast in this map, you can hide in the dark, and even under those light posts in the tall grass, remaining virtually invisible. Due to the fact I have a 12MB Voodoo2, frame rate isn't a problem! I only have a hunch a Voodoo(1) wouldn't do so well.

Ambiance score 8/10
Commentary:
The sound of the crickets in the distance really puts in the "night-mood". That's all I can say.

Other: None

Conclusion:
I have to say that I like this map, and would recommend all teamplay servers run it. I am gonna have a blast playing this map with people 1 on 1 DM or teamplay. Even though it's not eye candy, it balances that out with excellent placement of "stuff" like rocks, and those light posts. Although this isn't one of the best maps I have ever seen, it cuts the cake for me. :-)

Overall score: 6/10

- Reviewed by JCap334


REVIEW
Architecture & Layout score
9/10
Commentary:
I love the layout of this map. It's pefect for TP, with an obvious sort of territory for each team. Perhaps the greatest effect of all is the grass in the middle. The grass texture is at about your midsection, and you walk right through it. AMAZINGLY COOL! There are lots of rocks, tents, etc. for cover. If anything could be better there would not clip brushes between the tents to keep people from getting stuck, but to fix this just don't jump between the tents.

How It Looks score 10/10
Commentary:
The map, more than any other I've ever played, REALLY seems to be at night. The lighting is very realistic, and there are lots of shadows that both give a great mood and provide excellent cover. The r_speeds are very low as there isn't a lot of boring eyecandy; rather, the whole damn map just looks great.

Gameplay (fun factor) score 9/10
Commentary:
The only reason I can't give this a 10 is gl_modulate cheaters. This map is SO not fun when people cheat. I was on karmann's server last night and a lot of people were cheating. But we had a few good rounds on this map and it SO much fun. I used handcannon and slippers (you all know I'm usually an mp5/laser junkie) and it was a LOT of fun. I even found myself putting gl_modulate at 0 just to make sure I didn't have an advantage so it would be more fun.

Ambiance score = 10/10
Commentary:
With the sounds of crickets in various places in the map, a lot of shadows, and a greenish hue reflecting off of the grass, this map is SO cool. I had the piss scared out of me a few times when someone would pop up right in front of me and start shooting. It's a very different kind of game on this map, but it's also SO much fun.

Other:
Like I said, the only drawback is gl_modulate cheaters. Please, people, keep your gl_modulate reasonable (1 or less). After the game last night I msged Dobbs from GENO and the entire A-Team and suggested that a gl_modulate restriction be put into action (ala the already existing fov 90 restriction.) This would seriously help gameplay on a lot of maps, not just this one.

Conclusion:
Overall, this map is excellent and a lot of fun to play on. If the gl_modulate cheating problem is fixed I hope to play this one in matches.

Overall score: 10/10

- Reviewed by =RiP=Agrippa


REVIEW
Architecture & Layout score
4/10
Commentary:
Not a good layout, filled with lites and little barricades, not that many places to hide or go to. In teamplay, unless someone fines a place to hide, the rounds are like two seconds because you start at the two ends and run at each other.

How It Looks score 5/10
Commentary:
The map looks ok, but the fool that made it didnt include a texture and i had to go find out where to put it. Besides that its ok, but not much detail, and it didnt look like he put too much time into it.

Gameplay (fun factor) score 4/10
Commentary:
Like i said before, you run at each other shooting and you all die, whoever wins the round wins by luck of being alive. Unless of course he hides and snipes.

Ambiance score 5/10
Commentary:
Didn't like it too much, first of all, i dont mean to grill Hunter, but what is this map about, stupid light post and walls. Its a dark map with nothing but lights and little barricade walls. A few people like, but dont expect it to be a great map.

Other:

Conclusion:
I dont like this map at all. This doesnt seem like an action movie or anything. If niteraid is supposed to be raiding an enemy base, make it that way. Its too much like Desert, but not at all. I mean if there was a base and an open area, that would be better.

Overall score: 5/10

- Reviewed by Photech(gf)


REVIEW
Architecture & Layout score
2/10
Commentary:
Arrrgh its too small, i mean WAY too small. And all the obsticles...thers to many, they hinder gameplay not enhance it. the cicle of things by the trench get in the way and drove me made after about 2 mins. This is way to small for tp and with more than 4 or 5 dm'ers. This map is like LIGHTS....CAMERA.....ACTION.....blah(ded or they r ded). Only one way from end to end...this just sux! Oh and too dark in lotsa areas!!

How It Looks score 5/10
Commentary:
Beta...It looks ok but again no really stand out quality textures, lotsa baseq ones let this area of the map down. Also it looks very bland

Gameplay (fun factor) score 1/10
Commentary:
Not at all fun, one of the must delete maps of the year, gets so frustrating and so monotonus......wheres that recycle bin

Ambiance score 7/10
Commentary:
It does mainly what it probs sett out to achieve...still not great as it for sum reason crete a western feel or waateva

Other:
Ok one day i will give a NICE review but only with a good map, the last two maps (blood and definatley night raid) should not have been released, want a real map....try chris P's litehouse...its actually good. This map is not. A rethink of the map testing needed plus the zipping had the action q2 dir in there...barstard.

Conclusion:
Unfortunately another crap map.

Overall score: 4/10

- Reviewed by DeRtY[MiA]