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Map Name:
The Cloisters Author: Bonehenge File
Name: cloisters.bsp Players: 4-16 For: Superb
eye-candy Against: May not appeal to those that do not like the
unusual Reviewer: Nocturnal
WOW!
That is what everybody has said upon looking at this map, including
myself. Cloisters is one unique and imaginative map that is in a
league by itself! I and my fellow fraggers had alotta fun walking
through the map and just eye-balling all the architecture and
special effects. Let me tell you this author has one serious
imagination!! This map is described by the author as a
Techno-Medieval map and I would have to agree. It looks like "the
X-Files meets King Arthur" in this map with its stunning colorful
effects both in the architectural department as well as great
lighting. The author made a point in his writings on the importance
of lighting in a map and this map does indeed show just how to do it
right. Let me forewarn you now.....this map isn't for the
Half-Lifers out there who wish to only frag in a traditional HL map
because this map breaks the mold on tradition! Just like Xenophobia
or Quahl, this map pulls away from the somewhat mundane look to so
many Half-Life maps out today. That isn't to say that a map
shouldn't look like Half-Life, but most of you from what I hear,
enjoy fragging in other environments for a good change of pace.
Cloisters will definitely satisfy any cravings any of you have for
that map that has something different to offer.
Simply
put-there really isn't an easy way to describe this map without one
downloading it and seeing for themselves. It's that hard to
describe. It basically consists of multiple rooms, stairs and
hallways all interconnected together to form a map that is quite
large in size. All areas promote superb ambience with a healthy dose
of great lighting effects and a multi blend of textures galore. One
area of the map has this strange slanted house that seems to be
sitting in the middle of what looks to be an alien graveyard of some
kind. Inside of the house is a tunnel that takes you to this
water-filled area underground where you will find a cool "pod" that
will take you down this narrow hallway to other parts of the map.
One area will take you to this spot where you go back up a tunnel
and crawl out of what looks like to be some sort of
extra-terrestrial coffin into a room that appears to be an out-of
this-world temple. Also when crawling out of the coffin-looking
contraption, there are some ominous sounds that start to wail like
lost souls that gave me and others the heebie-jeebies! :)
Except for one area where r_speeds approached 600+, the
author did a great job at keeping them down while still using a
fairly large amount of textures. At first, weapon and ammo placement
seemed scarce in areas, but that was due to not knowing the map.
Once you get to business fragging and learn the map, weapon and ammo
placement is great within. Also the balance of weapons is evenly
placed throughout with neither one area having too much or too
little. You will find all the "big boys" in this map which includes
the RPG, Tau and Egon(Gluon). For that matter, you will find all the
Half-Life weapons in here. The author made it a little of a
challenge to find the Tau and once you find it, you will also find
plenty of goodies to go along with it. The crossbow is placed nicely
in an area by itself and you will have to do more than just walking
up to it to get it. The Gluon is encased nicely as well in a room by
itself. You will find TWO RPGs here and I find that to be good for
the map due its size. It helped to keep the gameflow up and on your
toes. And speaking of the size of this map, it is quite deceiving in
nature because it doesn't appear that large at first. But as you
frag, you come upon so many different areas that you didn't see
before. With all the many rooms, hallways and corridors in this map,
you would think it would succumb to poor connectivity and flow-but
it doesn't. The author managed to successfully work all areas
together with no real dead spots. This couldn't have been an easy
feat to accomplish but nonetheless it connects well. The long jump
module is included and will also help you get from one place to
another in the map quite efficiently.
Final Word: In
summary, this map doesn't follow the usual path of maps created for
Half-Life. Heck, it blazes its own path! The author risked losing
the interest of some of those out there that like traditional maps
only. But I and others agree that it was a risk worth taking because
Cloisters performs solidly with a uniqueness and originality all its
own. The author manages to use every color of the spectrum it seems
in this map without making it look gaudy. Well, what are you waiting
for? Download Cloisters now! :)
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Ambience:91% Architecture:89% Connection:83% Gameplay:81% Effects:94% Visuals:92%
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Way cool!
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Eerie....!
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88%
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