AQ2 Review: Actcity2 by CryptR
Actcity2 by Lari “CryptR” Muuriaisniemi
| actcity2.zip | 793 kb | Lari Muuriaisniemi | Score: 2.7 | By Oswald |
Actcity2 is a remark of the original, with several small enhancements and optimizations, which will help increase playability. Set in the urban environment known as Mancis, a struggle for power reigns terror on this section of town. Two opposing forces take up their positions in an attempt to destroy their enemy. This new “enhanced” version of Actcity picks right up where the action left off in the original. Even without major changes, the design and layout collaborate to make Actcity2 a classic.
Texturing [2.8]
While the texturing used on each brush are nothing special, the combination of the different texture styles help to create a unique feel to Actcity2. There is a considerable letdown when examining the darkened windows over the courtyard in front of the casino. Look closely and this texturing resembles that which was used in a previous post-apocolyptic shooter game. Aside from that minor flaw, the detail in each separate texture is outstanding. From the different hues in the brick walls to the rusted metal look on the buildings, this map seems to come alive with the different textures. This reddish texturing is offset by the cold and smooth feel of the large amounts of concrete texturing used.
Ambience: [3.4]
Much too often, ambience is taken for granted, or worse yet, not even considered. Lari has used the darkened night setting to his advantage. With the ‘drksky’ environment used to simulate a partially cloudy, nighttime sky, Lari needed to manipulate the street lighting to achieve the desired effect. The soft glow of interior lights spills out onto the darkened city streets, drawing our attention inside. At times creating a partial blindness, which affects our visual ability to track the opposition outside. The ambience could have been heightened with the introduction of some ambient city noises scattered citywide. This detail does not detract from the overall play once the action gets hot.
Creative Spark: [3.4]
Take this into consideration, Actcity2 has been here virtually from the beginning of Action Quake 2. For almost two years now, this map seems to have developed a bit of a following. It is quite unique in which the layout and design are accomplished. Stepping back and glancing through a looking glass, this map seems to give us a look at what a bit of creativity can produce. Gone is the cookie cutter style city, with tall buildings rising into the sky. Enter a city which is laid out over quite a distance and scaled down to something a bit more authentic. This map takes major steps for the advancements in city design.
Construction: [3.1]
There is a feeling of “incompleteness” with Actcity2 in my opinion. The game flow feels a bit interrupted in certain areas. The casino has a small area, which is inaccessible, but could have created a backdoor to the corral area. Aside from that item, the map is constructed within acceptable tolerances. R_speeds were keep to a minimum, which allows for steady game play over the Internet. The map has seemingly been designed where visibility problems never even become a factor. The only portion of the map which is lacking the attention which was provided to the remainder of the map are the windows. The darkened windows with the white glare, just seem too generic. Not to mention a rip from Duke Nukem 3D.
Playability: [4.0]
Playability on this map center around two main areas, located at the top of the street and in the courtyard in front of the ‘Casino Royal.’ Teams usually take up a stronghold at opposite ends of them and end up meeting at the darkened intersection at the bottom of the street. This turns into a nightmarish blood bath, where only the fleet of foot and those sharp on the trigger will survive. Occasionally, a team will spawn in the corral area, which makes any sort of tactical operation impossible. It only gets worse if you happen to spawn on the upper ledge overlooking the corral, just remember to jump off before the round starts. Snipers seem at home in this map, while the building under construction caters attracts their type. Not to be forgotten, are the buildings which line the upper portion of them map. If you happen to stumble up without throwing caution to the wind, you will wind up dead. The open windows which line the streets make for a turkey shoot to anyone willing to attempt a suicide run.
6th Sense: [4.0]
Now this is what Action is all about! Drop in a solid design and give it some personality and “Voila!” What you have is Actcity2. Based around the exact design as the original map, the enhancements really add a new dimension to the game play factor. A few more areas a accessible, which can cause trouble for both teams. For those looking to camp, without being detected, there is a secret room in the small building at the top of the street. Although the room is very small, it really does not come into play all that often. I still feel that the casino and hotel were a bit ignored. If you happen upon the casino or hotel, enter with caution as both are dead end rooms. This could have been prevented by giving the player access to another portion of them.
Final Score: [3.5]
[Oswald] This is one of those “classic” Action Quake maps, which usually end up in most map rotations. Why? Because you just don’t see city maps design similar to this. Most of the city maps these days are design vertical, as opposed to horizontal. This map does have a bit of a flow problem, but that is usually overcome with the nonstop action and continuous gun battles. If you want to experience fast and furious action while not feeling confined, Actcity2 provides that outlet. Let the adrenaline flow!
[Ligur] What Oswald said… This defiantly is a classic, and is running on almost every AQ2 server I have ever played at. The design differs from the maps that imitate urban areas with tall buildings and accessible roof tops, but the early release did not affect the way the other city maps came out very much. A shame, really. The game flow is very simple and you will know where the fights will happen and where the enemy is, which I think is part of the charm and one reason for the popularity of this map! When just looking for aggression outlets this map is one of the best, you will get into a high intensity fire fight as fast as you want to. As for the tactical side, this map lacks, and if you want to play a team game of outsmarting the enemy, you will not have a lot of room. The normal Actcity2 game will evolve around the point where the two streets cross each other, with the team suffering the most casualties in the initial fire fight retreating to the hotel or the casino. The other team will advance to mop up the rest, and that’s about it. The big minus in my book comes from the clan game view of things, since Actcity2 is very ill suited for a clan war in my opinion, almost begging a team to camp and wait for an eternity in hopes of getting easy shots at an advancing opponent. Camping is a valid tactic in Action Quake2, but the design of Actcity2 does not leave you a back door or a way to flank a team that has grown roots. In the end, not a good thing, often making rounds incredibly boring and long. You could say the map is very “player dependable”, sometimes its a blast, and sometimes the different playing styles will ruin the experience and make you leave to find another game.