capture the right feel? As you can probably tell from the screenshots, its very greenly lit. I say lit, but there isn\'t any source for this light at all, except for the few green flames on the bottom bit. So whilst the green does add a certain ambiance, it\'s used a little too much and gets a bit boring afer a while. The textures on the bridges dont really work either, as they misalign e.t.c, plus it\'s very oversized. To play though, the map wasn\'t too bad. A little duel area at the bottom with some higher up platforms and the bridge all seem like good dueling areas, save the odd obstructing tree/rock here and there :) Green it may be, but its still playable and I didn\'t find any technical errors, although theres a few visual ones, like the flames not being attached to the pillars (they\'re slightly above) There\'s some small rivers, hanging vines, the remenants of landslides. The basis for detail is all here, it just neeeds to be refined and the lighting tweaked. It also has botrouting, an essential for a duel map. The ambient effects here were nice too, and made me forget about the fact that there\'s no music included. New Textures: No New Sounds: No Bot Support: No ~Szico VII~
This map is a nice idea, and the theme of a cavern at night or a swampy area at night had been done before to great effect in maps like Yavin Twilight. Now whilst the idea is great, can this map
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