Map name: Urban in da City
Map author: Gerbil!
Map filename: urban.zip
Reviewed by: Cannon Fodder; The Rookie; Computer; Victor Chow (eLDeR_MMHS); [RD] Holy Goat; Death-)(-Arc; (USR)Cardinal; Baltham{HOG}; ARage [MCs]; Wanderer; Crodge; SoS~Erebus, Knat, sockit, [DA]NightMare

Screenshots:
screenshot1 screenshot2


Review

Architecture Rating: 10/10
Architecture Comments:
Well, urban has everything.Its got lots of jumps(i can do them all)and
i think its one of the best maps.layout is great because you can get form pretty much anywhere to anywhere if ya know how :)

Looks Rating: 10/10
Looks Comments:
Great layout helps this map have a great look.
Not much else to comment except GREAT.

Gameplay Rating: 10/10
Gameplay Comments:
awesome.like before this map is fun because it has lots of places to hide a snipe from and lots of spac eto run around.

Ambiance Rating: 10/10
Ambiance Comments:
its realistic and gets me in the mood to KEEP MY ASS ALIVE.(looks kinda like the mall area of my old {Small} town..now i live in houston)

Other Comments:

Conclusion:
THIS MAP AS WELL AS ALL URBANS ARE THE BEST!

Overall Rating: 10

Reviewed By: [DA]NightMare

REVIEW
Architecture & Layout score
7/10
Commentary:
This is your typical city map, built within a city block. There are buildings around the edge of the map and a small inaccessible building in the center, connected by a covered walkway. Most of the buildings allow roof access, but only three of the building have interior rooms. There does seem to be some difficulty getting down to the street level from some of the buildings. The is a jump required onto the brick building with the 'Coke' sign, so you can make your way down the building under construction. The line of fire provides unlimited gaming action for both snipers and shotgun or MP4/machinegun players. The sniper could be at an advantage if holed up in the building where the sniper round regenerate, as it is tough to get a kill when the wall provides cover. After all, there is only one way in and out. This map is well balanced allowing for manageable game play. Weapon layout is scattered throughout the city, making it well balanced.

How It Looks score 6/10
Commentary:
The alignment of the background cityscape adds a touch of color to the otherwise brown, bland map. If there were additional stars in the sky, this too could have given urban more dusk or early evening feeling. Overall, the theme of the map works.There is nothing overly spectacular about urban. Gerbil! did take the time to use a few different prefab textures on the buildings, giving a bit of randomness to the map. But these textures still become a bit over used. But, nonetheless, this is a city and most buildings seems to resemble the next.

Gameplay (fun factor) score 8/10
Commentary:
I find this map to be an excellent map to play and have experienced both teamplay and DM on urban. There are a few areas which snipers seem to covet, like the shielded area near the parking garage, accessed by jumping over to the grey building. Also for those who dare to access the roof of the parking garage, BEWARE. This can become a prime location to be picked off from. I know, because I love this spot. A note to the sniper, if no one is covering your back, your opponent could easily climb the building sneak up behind you. For those who like to get into blaring gun fights, you are in luck. The is enough area where you are usually covered from being shot at. An excellent for teamplay, except for one respwn spot. That being the spot on top of the center building. There is only a single way down, by jumping onto the roof of the walkway and dropping through the hole in the roof. A door and some stairs leading into the small enclosed room would have made for even better team action.

Ambiance score 4/10
Commentary:
There was no use of sounds, unless you want to consider all the times a player attempts the jump over to the brick building with the 'Coke' sign on top. If you misjudge, there is a yell, followed by a splat. Outside of that, this is a quiet map. I do think some sound would have been out of place if used. There are not really any dark areas on the map, but the author did use lighting on both the streets and on the corridor for effect. Looks a bit false shinning on the streets, maybe because I don't think it is dark enough, but it does help out this map.

Other:
Still one of the most popular and well designed maps around. Its simplicity makes it a map which will stand the test of time. The map does have great play characteristics, but there is potential for even a better urban map. This has been accomplished in the follow up maps, urban2 and urban3. A few parked cars or trucks would have helped for cover when running through the empty streets.

Conclusion:
Great gameplay and action all the time on this map. Not too big for a few players, but large enough for a good team match. This is worth the download, check it out!

Overall score: 7/10

- Reviewed by [email protected]


REVIEW
Architecture & Layout score
= 10/10
Commentary:
Perfect layout! this map has no flaws in architecture! it has perfect gameflow ect ect ect!!

How It Looks score = 9/10
Commentary:
Urban has the actuall feel of a city at dusk.

Gameplay (fun factor) score = 10/10
Commentary:
This map is the best! Its fantastic, THE most fun to play.

Ambiance score = 9/10
Commentary:
Urban makes you feel like a downtown badass.

Conclusion:
This map is the best action quake map made to date!

Overall score: 10/10

- Reviewed by Knat


Review:
Well, I noticed there aren't any reviews for this map, so I figured I'd start the ball rolling. Ok, I guess I better stick t the format that so many other reviews use, this is my first review and feel free to e-mail me (I barely get any flames). Well I downloaded Urban yesterday and started playing it against my borther. I can't say that the idea is original with actcity and about three more city levels, but this level isn't too bad for deathmatch (teamplay I have no idea). The textures aren't that amazing but with the amount of buildings you can get on top of, it is a good sniper's level. I found one very large flaw with the level, there is barely any ammo (obviously it was set up for TP not DM). Well, back to the sniping bit, it is good for the snipers but not for the snipies. I can't say it is the best map ever but it doesn't suck too much. You can download it, but I don't think too may servers are going to run it because it just isn't that original or good.

Textures and lighting: 5/10
Structure: 4/10 (not original or that good for anything but sniping)
Weapons and Ammo placement: 1/10 (not enough ammo)
Gameplay 6/10 (pretty good 1 vs 1)
Framerate 10/10 (didn't have any problems but I use an open GL viper v330)
overall 5/10 it isn't any cliff, but thank god it isn't another cliff2

[email protected] (feel free to send me some e-mail or flames :)

Review:
Hey all you good good people, Rookie here to tell you that this map RAWKS!!!! While release was tentitive (bad r_speeds being the reason) this map is all about gameplay, making it one of the best maps ever.

Gerbil takes the common urban idea and truly explores all the possibilties of Urban warfare. Everything from roof top chases to street wars to building blowouts, this map takes the city theme and truly explores it. The attention to detal is amazing, using beatiful textures, well crafted buildings and enough secrets to make you explore the level a little.

Layout is a bit tricky to describe. Theres a few building, two attched by a "catwalk". One "under contruction" building, numerous roof tops and a nice sniper area behind a billboard. The map features lost of little passageways, a plus for teamplay. There's enough cover, but it's still open enough to allow freedom of movement. There isn't any real "advantage spot" so teamplay is usally fair.

DM is fun on this map. The ammo and weapon placement are great. The size of the level is perfect and it's just a blast. But this map truly shines on teamplay. Multiple paths, surprise spots, high ground, all the things needed for a good team map are definitely in this map. I can't say too many good things about it.

Gripes: Well r_speed are high (grr... buy a 3D card and use GL damnit!)

Overall this map is excellent, this map is truly a great map and it couldn't have come at a better time (with the recent flood of mediocre maps.) I'll have to shake the hand of whoever leaked this map to force Cliffe to put it up, everyone should have a chance to play this one.
-The Rookie

Review:
This looked pretty damn cool on first impressions, the street lamp spot lighting is very nice, the texture use and kerbs are nice. The buildings all look too blan to me; first there is no furniture anywhere and most buildings just usethat black window texture from Duke3D. I wasn't playing on a server but from what i could see the map would run fast but teamplay would not be a favorite because there are many ways from one side to the other. The coloured lighting is excellent as i have never seen that colour before :) There are plenty of sniping spots (then again i snipe on the floor with my back to a wall...), the M4 is in a good position up high and it just looks quite nice.

If it had difference in texture use throughout the level like blockwar and had more detail (like blockwar..) and maybe slightly more cut off from one side to the other (like...actcity2) then it would be a classic in my books. Pretty good for DM though.
-Computer

Review:
This map requires little introduction. If you crave the speed, and ferocity of 'Actcity2,' but yearn for a larger playing field and more/better sniping locations, this map is for YOU.

Structure and Design: This is probably one of the better map layouts most players will face. In its crudest view, 'Action in da city.' or 'Urban' (I will refer to the map as the latter from now on) is designed around a sort of 4x3 grid, with twelve or so major "zones" where battle may ensue. The buildings themselves are not exactly realistic in nature, however a fairly good attempt was made to mask that with good placement. It's kind of disappointing to see that you can usually enter only a portion of a building, and the rest is just one big, fat brush. If anything gains from this, however, it's the fact that the level appears to be large, but is in fact quite small. It's actually not hard to find people in a four player game. I noticed a couple prefabs here and there (ie. the lamp posts) but these were implemented much more convincingly than many other maps and are actually appropriate. Great design and structure for the map, though it's realism takes a mediocre hit because of missing level detail and questionable building purposes. [8.5/10]

Aesthetics: Again, generally well done, but I think some attention to the colour and texture placement should be considered. Because these are low-brush buildings, texture repetitive will be made a lot. It is a bit disappointing to see 8-floor buildings that are slapped on with the same texture all the way up. Something could have been done here, though I have a feeling it would have churned up the higher-than-normal r_speeds (see later) to a greater peak. Textures were mostly borrowed by others, but the greatest problem lies with colour. It's another brown and grey level! These maps remind me of some post-nuclear strike or something, because of their lack of city vibrance. As a last bit, I thought the lighting of this level was mediocre, in the sense that little attempt was made to contrast walls like real life. There are light entities placed in alleys and what-not for no real purpose and add round light spots to places where they shouldn't be. Gameplay doesn't really suffer, but visual quality does. [7.5/10]

Weapons: Good weapon placement, though the ammo placement is unbalanced. The M4 is placed out of the way in a useless location (it will never be used where it's found) which is good, as it promotes movement and less tent-pitching. However, I think the most questionable part is behind a billboard where 2 MP5 clips are located. Any MP5er will want to just pitch-tent there and kill everybody below. There is good cover, and only a sniper can take that person down easily (assuming he/she doesn't get nailed by a spray of bullets first). Of course, if you're teamplaying this map none of this applies. :) [8.5/10]

Gameplay: Now this is where the level really shines. I played this map with 3 other friends and although it is a bit on the "CPU-intensive side" (as quoted from the MapDepot page) it is still very, very good. You don't get lost like 'Blockwar' (which I still consider a benchmark map), yet it's a non-fragfest level. That's the beauty of it. TP Rounds will take a reasonable amount of time (slower than 'ActCity2,' faster than 'Blockwar') and DM will have a good cycle of "kill, bandage, suspense, kill, etc." :) R_Speeds are a bit high for your software user like myself, and you will often lose a lot of polys when you look from a rooftop. 3D Accelerators should have no trouble. Even though the map looks messed from high areas w/ SW rendering, I still give it a perfect mark for gameplay. [10/10]

Miscellaneous: Just a comment: the author did not create the zip perfectly- it unzips the map into the \Quake2\Action directory (as opposed to \Quake2\Action\Maps). Plus, the text file says urbanaq1.txt, which may mislead you into thinking that's what the map name is supposed to be. A little hassle that is worth dealing with for the map.

Overall: Gameplay is what makes most maps great, and this one proves just that. The textures and realism are not superstar quality, but nonetheless something most people can set aside when really into a game. A well done map- I would love to get more action on this map (no pun intended and don't take it as some sexual innuendo :). [8.5/10]

-Victor Chow (eLDeR_MMHS)

Review:
OK. I think I'll start by stating relationships. I recently joined Smoking Mirror Productions (smp.telefragged.com), as did Gerbil!, so I suppose there is a connection. He also sent me a preview of the map 2 days before release, which was essentially the same as the final. Of course, this won't affect my objectivity. I will be writing this review as a mapper, in my usual in-depth style (as the mappers I have contacted personally will know).

The map, for those that haven't tried it yet, is a small city map, with the same rough appearance as such classics as Mancis Freeway and Blockwar, although I can see influences ranging from the SiN deathmatch level Sin City to the Teamfortress maps Town2 and Town4.

The city includes a kind of parking area that isn't fully built yet, streets, alleys and some dangerous places to climb. The first thing that leaps into mind on startup is the problem with the zip. Not only does the map extract to the base directory, not maps/, but a sound is missing (not in the zip at all).

The map is fairly nice looking from my perspective, although there are flaws (in my opinion). The streetlights are simply light entities with the info_null on the ground and a larger than normal _cone value (I guess around 40). This gives them a pretty rough, delineated edge; I think putting in a surface light either instead of or in addition to the spotlight would have helped. Some of the texturing could have been better; for example, the sewer grates on the ground are like chicken wire not a metal grille, and I note that an awful lot of textures have been borrowed (I don't mind myself, but I'm not so sure about other mappers/texturers). It gives you a chance to play "What's That Texture" though :)

There are quite a few nicely made things though; the streetlights look nice, and the parking area, although totally unsafe (both in the lack of some supports and also the "ramp of doom" deathtrap), looks appealing. Weapon placement is fairly good, though I note that there isn't that much ammo available; hopefully this means that a more stealthy style of play will become useful.

A major gripe I have with this level is the one-way system. By this I mean that much of the level is only accessible through the use of ladders; you can only go up. Bad thing - I can imagine this frustrating many players. "[RD] Holy Goat's happy thought wasn't good enough" anyone? Stairs are much better in my opinion.

The great variety of heights is a good thing though; sniping should be fun on this map, though we shall see if it dethrones Cliff on this count.

The framerates are very good for most of the map; at most they go into the high hundreds/very low 1000s at the very highest point of the level, which will be fine for snipers. Commendations on that area.

Of course, I am a very cynical person, and a mapper, so I do like to pick up on the little details of a level. In no way construe that I hate this map; the level on the whole is a very good effort; well made, clean and fun to play. I recommend you all to get it immediately, although for his next effort I recommend Gerbil! to take more note of scaling (use insanes for this) and also accessibility. And always to check his zips.

I hope you enjoyed this review, and maybe learned something from it; who knows.

-[RD] Holy Goat

Review:
Now I know Gerbil and I have been talking to him throughout the his mapmaking process. At one time he had let me try it out (imcomplete with no weapons). Even then I could see the potential. What can I say? This map is great. And it is my favorite. The setup is quite unique with a bunch of skyscrapers and in the middle a street. Snipers rule on this map--- but with some tactics even they go down easy. The spawn points are great, giving some immediate cover, making this map balenced nicely. No particular spawn point has any particular advantage over another. There are many snipe points on the skyscrapers...and on the bridge to combat the ones in the buildings.

Now I only played this map in teamplay-- I am not sure what it would be like DM. But I must say this map was made for teamplay. As a teamplay stand point I give it 9/10. It is simply the best AQ2 map for teamplay. I would rather play this map than any other. Go try it and see what I mean! -)(-
-Death-)(-Arc

Review:
OK, well I don't profess to know everything about map-making. I do know that I am a quaker and I like this map. I love the layout, It reminds me of a mix of Action City and Block War. Its got that great setting of a city that really lets you get into a mod like action quake. I haven't played it on DM but in Team Play its awesome. For those of you who like to snipe from sky scrapers you are in luck and for you automatic weapons users there are some great street brawls with alleys that provide excellent escape for a quick reload or bandage. You can get into some interesting situations in this. You know the ones that you tell your friends about later. I've heard some ranting about lag on this map but I haven't seen anyone leave because of it. I have a friend who loves this map and software renders. Anyway that's about all I have to say but in short this map kicks ass. Congrats Gerbil!

-(USR)Cardinal

Review:
Well, someone has to say it. I don't like this map. While it is excellent for deathmatch (I believe a previous reviewer mentioned stealth being a useful thing, which is very kewl), I play primarily teamplay. There, this map has problems. The biggest need in teamplay is mobility--can you or your teammates move to support positions? Even if you snipe, it is important that those M4 and shotgun wielding teammates be able to move to a position to watch your flanks. This is especially true on this map, with the multitude of ways for approaches to be made. However, a couple of places can't be left, even in the no-damage time given at the start of a round. This occurs because of the use of ladders at bad locations. What this means is when you spawn up there, the other team can surround you and start the frag-fest. And nobody on your team can do anything to stop them from moving to their positions short of some heroic and ammo-wasting shot attempts. The map is a good attempt, and most of it seems well done (as other reviews have said, good framerates, decent lighting, good weapon locations), however, this should be considered a deathmatch map. The inability to spread out and find more advantageous positions from oft-used spawn points kills teamplay.

Additionally, if you don't like team sniper duels, this map should be avoided. I like wide open spaces combined with narrow, twisty hallways, but when the other team has 3-5 snipers, running from building to building on this map becomes a VERY risky situation. It is too likely that one of them will snag a lucky shot no matter how erratic your movement. If the map had some cover in the streets (a truck, something to break the bare landscape--think the streets in subway2), it would be much more playable. If you for some reason LIKE both teams being completely made up of snipers, why are you here? You already have the perfect map--Desert Bases. *shudder*

This is almost a great map, but I'm sticking to Blockwar. I hope Gerbil! tries again, though--this shows some ability.
- Baltham{HOG}

Review:
This is one of the finest Teamplay maps ever!!! It's simplistic city layout allows the fights to begin within a couple of minutes. There are many team starting points that put you into different types of situations. You may start on a rooftop, or you may start down on the ground. One thing I don't like about this map is it fuels camping. Dark rooms for snipers, and high locations for snipers all cause people to camp out. I once had my whole team whiped out because they all camped out in a room, and a member of the opposite team sneaked in with the slippers and my team died because they were all bunched in this little room. Other then that, you'll be envolved in rushing gun fights on rooftops, streets, and other.
-ARage [MCs]

Review:
Ok, I've got to be the first to burn this map.

High r_speeds! I don't have a PII/V2 combo here so I feel it real quick. The average r_speed here is 700. High number of textures: I don't know if you know it or not but it is possible for the number of displayed textures to hurt! Try to keep it under 30.

One last thing. Hint brushes. Ever hear of'em? Use'em that would have helped a lot. This isn't Unreal, Q2's ability to reduce the poly count isn't that great.

Structure: Everything feels thick. I guess it's normal but that door doesn't need to be 8 texels thick. Everything though feels kind of simple. Stairs are no different. Those are 16 texels thick on there own, that's about 1/4 the size of the player. Now when was the last time you had to climb a set of stairs that was about a 1.5 feet high? Ladders, come on. I know the eight sided thing looks nice but we can't necessarily spare the r_speeds here now can we? A simple 4 texel thick, square ladder would have achieved the same effect without the higher poly count. Are your sidewalks like that? I know mine aren't. Mine aren't even that high. I do like the street lights though. That's pretty much the only thing I liked.

Weapon placement: I felt it was too easy to get the M4. You should have atleast made it a little challenging to get it. I never did find the shotgun though. Maybe I didn't look hard enough.

Gameplay: Obviously this is a snipe fest. No doubt about it.

That's it, I'm happy now. :)

-Wanderer

Review:
Okay, now if you read my review on Armyterr, you'd think I'd like an open map like this, because I bashed on armyterr for being too boxed in. Well I don't like this map either because it is far to open to play on. I don't like open maps for one reason, and that is balance you simply can't be very successful in teamplay using a handcannon, nearly all weapons need to have range on this level to be good. Yah you may be able to sneak up on an occsional sniper, but this map is way too unbalanced to be fun.

Layout and Design -3/10- The ideas are good, but most have already been used, like the parking garage deal, and the signs which in my mind and others Action + Cartoon Graphics = Sucks. Mapmakers need to use their own ideas, instead of making essentially a different version of another map. This map is essentially like actcity2, but more wide open. I don't like an entire map to be open, and ecspecially one of this size. I really, really dislike maps that have all of these great buildings, that you can't get into, except for a couple of inside sniper areas. There needs to be more inside to this level, and less outside. Basically if you are a camping sniper, then this map is for you, I'm not really a sniper so I dislike this map greatly. Not enough cover is in this level. It's hard to find a spot where you don't need to watch to both sides of yourself also. Stop making box maps, you can do something like chriscity, where it's less of a box and more of a curve type of thing

Textures -5/10- Low grade for one simple reason, and that's all of the window textures, directly from Duke 3d. To me this is a cheap way of decorating an entire building without a lot of thought. Also the action quake signs and such, please don't do this in the future we don't want to see it and it doesn't fit in any level. Nothing makes me dislike textures more than a few stupid signs. One question to mapmakers is why you put action signs in the map? Really stupid to do and please DON'T DO IT. The textures are boring, and don't add to this map in any significant way.

Teamplayability -3/10- Way too many people take up sniping on this map, which makes it ultimately a boring map. What else can I say, but that it's too unbalanced towards one weapon to even be fun.

How it ran -7/10- It runs great even though it's a big level. Need I say more?

Overall -4/10- This map is unoriginal, there are too many city maps, so mapmakers expand to new horizons, such as forest maps, or western style maps, or maybe even one of an airplane or a courthouse anything but another cityscape. Good try, but if someone else makes another map of a city, I'll scream. -- Crodge

P.S. I know I bash lots of maps, but I praise others too, if I'm not impressed by a map, I'm going to give it a beat down. Thanks for reading :)

-Crodge

Review:
My first review...I'm so nervous...

At first I didn't like this map, mostly because my brains were being sprayed against the walls every 10 seconds by snipers. However, I feel this is probably the best team play map I've seen yet, with something for everyone.

Obviously, this is a great sniper map and some of the highest individual scores I've seen in a 20-minute cycle were by snipes. There are plenty of elevated positions on the buildings, and a lot of strategy for snipers revolving around which positions can be seen from which positions.

However, theres plenty of fun for run 'n gun types as well, especially in team play. It is, of course, one of the funnest things in Action Quake to walk up behind a guy that has his eye glued to his sniper 'scope and re-align his frontal lobes for him. I've had clean sweeps of 3-4 snipers on top of the largest building - if you can get up the ladders of course.

One of the few bad things about this map is the waiting...especially if you get into a 1 on 1 or 2 on 2 situaation and everyone is camp-sniping. We've had a few rounds that were mostly over in 2 minutes go the full 6 and time out because of a couple of lame campers. My suggestion is to berate them, or even switch teams and kill them repeatedly if necessary to get the point across.

One Urban-specific tactic is the swan-dive of death: The end of a round, you have a 2 on 1 advantage and the 1 guy is below you: pull out your pistol and swan dive past his position. Make sure you get him; it's embarrasing if you miss and splat but you're a hero if you kill him and splat. It's actually and easy shot too if you think about it.

Well thats my review of Urban. What? You want scores for lighting? Go look for yourself :P

-SoS~Erebus