Map Name - Lightbeam / Author - Tristan 'P' Temple / Map Filename - p1_lightbeam.zip

Reviewed by Oswald - June 28, 1999

 

 

Layout - Score 8

I will let the author describe the layout of his map, "A map for AQ2, with a lighthouse (or suitably large tribute to female independence, take it as you wish), some offices, a car park, some water, a few rocks, a few roofs, a warehouse...oh and a caravan. Basically a good, compact, harbor-ish style romp with enough variation in it to keep most people happy." Thanks for the quick introduction to Lightbeam, interestingly enough, this was released around the time of the other lighthouse map. I do enjoy the layout used to create this map, makes great game play and a nice flow pattern. The building can be enter numerous ways, such one of three doors or climbing the pipe which leads onto the roof. This makes for multiple routes which can be taken when going on the offensive. It also provides for different escape routes. Once inside, you are able to crawl through the ventilation system which leads from one of the offices to the warehouse and from the hallway to the roof. The lighthouse is constructed with a spiraling staircase, followed by a ladder's climb to the observation deck. A great location for those intending to snipe. The only challenging part is, keeping yourself shielded from being attack by players on the rooftops or the ground.

Textures & Sky - Score 7

I have mixed feelings when it comes to the textures which were used. Most of these textures are credited as new, such as the sky rendering and numerous textures used thought the map. Unfortunately, when you are outside of the building, it feels like you are playing Quake, as the textures seem to be dark and drab. The interior textures are the complete opposite. These textures are crisp, clean and vivid in color. The wooden floor,coupled with the pinkish-brown walls in the hallway are great looking. The offices looking amazing, one with two toned wood paneling and a the office a run down looking computer room. The courtyard is a bit plain, as it is mostly finished in shades of gray. The caravan would have looked much better if it were finished in something other then brown. The warehouse follows a similar pattern as the rest of the map, but the textures seem to be a bit brighter, this is held out by the lighting. The sky is fitting for the map, set with a darkened blue sky with a few clouds, stars and a full moon shining down.

Prefabs - Score 7

This map has some of the best looking computers I have seen on an Action Quake map to date. This combined with the detailed metal desks and file cabinets, help to provide some great looking furnishings. The courtyard and warehouse are full of wooden crates, which not only act as protection from bullets, but do provide an intermediate level to jump on to access other portions of the map.

Sounds - Score 9

The map comes alive with sound, a plus especially in this one. While in and around the small pool of water, you can hear the sound of gurgling of water (sounds like it was from Duke 3D) to go along with the splashing water. When you find yourself on the rooftops, the howling of wind can be heard, making it more difficult to hear approaching footsteps from down below. The most unique sound comes as you approach the apex of the lighthouse. To go along with the howling wind, is the squawking of seagulls high above. As you enter the building, the crackle of a burnt out light can be be heard walking through the hallway.

Lighting - Score 8

The best lighting technique used in the maps is the dimming and brightening of the filament, for the top of the lighthouse. It is much more noticeable when you are standing on the rooftops as opposed to actually standing up on the lighthouse observation deck. The interior hallways are all well lit by lights hanging from the fixtures down the center of ceiling. A few broken lights flicker as you walk down the hallways. Most of the outside are dark, this is especially true when you enter the courtyard. It has a pitch back, recessed area along with darkened caravan to "camp" in.

Playability - Score 8

I encountered one minor problem when unzipping the files. The seagull.wav file unzips into the sound directory, but it should be located in a 'ppp folder' inside that directory. Aside form that, the remaining files found their ways to the intended directories. Here is yet another prime example of outstanding r_speeds. Nowhere on this map do the speeds exceed 800. On one corner I reproduced a 798, and that is where is maxed out at. The majority of the map is played in the 300-700 range. Inside, r_speeds were great as well, usually a bit on the lower side, due to the smaller areas, which need to be drawn. This map plays great over the internet.

Teamplay - Score 6

For a map of this size, I was kind of surprised where a majority of the action took place. More often then not, teams matched firepower in the narrow, winding hallways as opposed to outside. Teams would usually enter the hallways from opposite ends and meet somewhere in the middle. The offices provided a welcomed relief, to reload and bandage. On occasion, players would drop into the office through rooftop. The roof also had a good amount of gameplay, since it was possible to hold down a portion of the roof, which would provide adequate cover when taking fire. At the top of the lighthouse, you could usually find a sniper, most everyone knew that. But it was difficult for the sniper to be completely out of view. There was always somewhere on the roof you could spot the sniper before they had a chance to chamber a round and fire. Rounds were fairly quick, even at six players per side. The flow pattern was very smooth for both teams, this coupled with good respawn spot made for enjoyable rounds.

DM - Score

N/A

Originality - Score 7

Although I never find a date as to when this map was created, I believe it was released almost immediately after [20ID]God Incarnate's Lighthouse. The only similarity in the two maps are the tall standing lighthouses, the maps both play completely different. I did like some of the areas included in p1_lightbeam. The warehouse is interesting, but I am a bit discouraged that the large metal doors do not open to the outside. Also, it would have been nice to see the large crane move the crate. Enter into the courtyard and head over to what the Brits call a "caravan", we in the States know it as a camper. When you open the caravan and enter, a message pops up, "A caravan, great for camping holidays," in more ways then one. p1_lighthouse is a unique idea, which was laid out beautifully.

General Feel - Score 7

Due to supporting factors, this map should be up and running on more servers then it currently is. The layout, r_speeds and sounds really bring this map into its own. I was left with a somewhat sour taste in my mouth, when it comes to textures. It does have some good ones, but it just missing something to really make it stand out. You will have a good, solid rounds and many frags. Give it a chance and draw your own conclusions.

Final Rating - Score 7.4 (67/9)