AQ2 Review: Urban2 by Gerbil!
Urban2 by John “Gerbil!” Parish
| urban2.zip | 1.40 Mb | John Parish | Score: 3.7 | By Oswald |
Like all good action movies that are successful on the big screen, there is one thing we wait for: the sequel, which usually means more guns and bigger explosions. John Parish’s Urban2 is the follow-up map to the ever popular Urban. Unlike the design flaws and layout problems from his initial attempt, this map has a somewhat unique feeling which is not only enhanced by the flow, but the dark ambience. Consider this map a sniper’s paradise, as players are able to take full advantage of the tall buildings and dark alleys.
Texturing [2.0]
The texturing used in Urban2 seemed to have become standard city texturing, which is seen on many other maps of this genre. Consider these textures only a small step up from the dull and unexciting Quake brown we saw in Urban. A small variety of texturing is used throughout the city, which seems to take on a new form, because of the lack of lighting. Many of the building textures are overused, such as a white wall texture with grey, metal bars over the windows, which detract from the aesthetics. Many of the buildings allow you to enter, but don’t be surprised at the lack of color and interior details, monotonous browns and cold greys.
Ambience: [2.8]
Ambience is an aspect which is often overlooked, but can make a world of difference to a mediocre map. Urban2 is no exception. What makes this map excel is the strong contrast between the dark setting and the white glow cascading down from the street lights and back lit interiors. Unlike previous map attempts, Urban2 combines both of these almost magically, helping to set a good ambience, which is difficult to achieve. There are also different values of darkness, for example, a dead end alley, is near pitch black, while the sidewalks and city streets yield a brighter view. With the inception of ‘IRVISION’, ambience and the ambush factor has been diminished, detracting from the enjoyment of a well developed ambience. Although lighting can amount for a fair part of ambience, it doesn’t work all by itself. Urban2 is devoid of any sounds which further add to the monotonous and plain setting.
Creative Spark: [2.5]
Urban2 is the follow up to the Action favorite and ever so popular Urban. Consider this to be the best map created of the trilogy. It combines pieces of both maps, the crude and simple design of Urban with the chase of Urban3, but still seems to be lacking in overall playability. Similar problems still exist from the previous version or Urban, which seem to plague the map, creating some game flow problems. I think the intentions to create a new style “urban” map were there, unfortunately they were not executed correctly and Urban2 becomes, “just another city map.” If it were not for the ambience, this map would get lost in the shuffle of the countless city maps which are available. Like all tall buildings, this map does rise above some of those mediocre maps. All in all, it’s common to expect more from a sequel based on the fact that mappers usually learn from their mistakes and get better at their hobby. This is where Urban2 fails. There is just no spark at all, no soul to it, or even a faint impression that the author really wanted to do better.
Construction: [4.4]
There have been major changes to the layout and construction of this map. Gone, but not all forgotten are the long climbs up ladders, only to be sniped by a player camping at the top of the ladder. This is a factor which is still present in Urban2. Under the cover of darkness, your success is not solely dependant on being quick. As with most city maps, this is an old theme, which provides a few new twists to game play. John has re-worked this map to create different style of play, one which is faster paced then its predecessor. The map lacks fluid game flow, as access to the rooftops are limited to three ladders. One of which does not allow enough room for the player, making the climb difficult. Throughout the city, multi-level buildings and open, brightly lit windows dot the map. A gaming aspect which adds nothing to game play, but to the reality factor are a number of deadend alleys, which provide virtually no cover when you rely on your chances out in the open streets. Unlike the other two urban maps, this map caters to all types of players; snipers do not seem to have the advantage they once did. As for construction in general, there are no surprises. Everything is squarely shaped and drab textured, making it all look a bit like a map thrown together in a hurry. As always with the Urban series, the amateur clipping that greys out parts of the map at a distance is present.
Playability: [5.0]
The existence of Urban2 is centered around the ambience and feel the map emits. The playability factor seems to have deteriorated with the introduction of ‘IRVISION’, especially true of Urban2. Although this factor alone does not ruin the map, as it takes more than a glowing set of red goggles to eliminate the opposition. Snipers that remain stealthy will dominate the map. This is especially true if they happen to gain the altitude advantage by controlling the rooftops. If you are unable to climb the ladder to the roof before the round begins, be wary, as you take your life into your own hands. Be prepared to catch a bullet in the head when you reach the top. Although the game flow is weak, action is spread throughout the empty streets of Urban2, occasionally reaching the rooftops. Weapon balance, although mostly in favor of the snipers, is rather okay. Due to the cramped alleys and open layout in which to reach certain areas, you could very well succeed with an auto or an M3. Just expect to be taken out by the last sniper.
6th Sense: [5.2]
While by far the best city-type map, most consider Urban2 the best map of the “Urban” trilogy when comparing the maps against the other. What makes this map stand out, as mentioned before, is the ambience and feeling which John created for players to inhabit. This coupled with the lighting effects and the “bright lights” city background, help to create that environment. Even though we are uninspired by the lackluster texturing and the problematic layout, the map does make for an intense game, thanks in part to that silent and deadly darkness. Which, if not careful, can be shattered by the bullet of a sniper.
Final Score: [2.7]
[Oswald] After playing countless rounds on Urban2, you cannot help but to feel frustrated as you sit and watch the remainder of your mates finish the round. The map caters to snipers, which makes is even more difficult, because one wrong move and you’re in a player’s cross hairs. The equalizer for this map is the ability to use ‘IRVISION’, and at least spot your opposition quicker. There are still flaws which deter players, such as the ladders and limited routes players can use. This leaves you with a few choices: strengthen your sniping skills or grab the M4/bandolier combination and “spray and pray”.
[Ellusion] Setting my strong dislike of authors who don’t even try to breach the capabilities of the Quake2 engine aside, I’d have to say as an ActionQuake experience, Urban2 can be fun as well as a total drab. Since everything is so open and you face fire from all possible directions, surviving the heat with a sneaky play style is rewarding indeed – just too bad that it often boils down to a rapid auto fight in the streets and then a couple of lurking snipers who drag the game out. Another aspect is the balance of darkness. I’m sure Gerbil didn’t intend this, but the darkness setting as it is, and dealing with modulate cheaters, only a slightly higher value is enough to have a total advantage over the players that do not. If you are going to enjoy Urban2, then I suggest you find a server with gl_modulate protection.