Urban Terror Review: Streets2 by NRGizeR
Streets2 by Carl-Magnus “NRGizeR” Björkell
| Carl-Magnus Björkell | Score: 3.2 | By Oswald |
The quintessential ‘urban’ map in Urban Terror. Streets has been with Urban Terror since the release of Beta1 and has persevered through its rocky beginnings to become one of the classics. Large open areas and numerous skyscrapers make Streets very suitable for snipers to log in their long distance kills. But don’t stay still for too long, someone may have their scope on you.
Texturing [3.0]
Carl-Magus spent a considerable amount of time working on the first version of Streets, which compared to this was considerably different, both in building design and texturing. Originally, this project was scraped due to high r_speeds and below average texturing, both of which play key roles in the quality of a level. What came next was a revitalized version of Streets, complete with a new set of textures which makes the deserted city streets come alive. A multitude of textures were used to convey the cold and dreary setting of a city. The use of bright advertising and signage, such as the art of SweetnutZ and the colorful texture. These two adverse style contrast, yet complement each other very well, making this map well balanced in terms of texturing. I would like to see this level move in a new direction in terms of texturing and take it to the “next level.”
Ambiance: [2.5]
Much too often, ambiance is taken for granted, or worse yet, not even considered. The default Quake III sky provides a neutral background, which helps to simulate a grey, overcast sky. Nearly no outside lighting exists, leaving the soft glow of interior lighting to spill out onto the bland, nondescript 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. Ambient noises, would have helped in creating a a true city atmosphere. Even in a deserted city block.
Creative Spark: [3.0]
I can already see gamers comparing this map to that of the Action Quake 2 map, Urban by Gerbil. While similarities exist, for example an unfinished structure with ramps and numerous dimly light rooms, this map has a much better flow and continuity to it than its predecessor. While this map may not look like some of the other intricate maps for Urban Terror, it will provide what many are in search of, solid game play. Of course there are a few ideas or features that could improve the overall “creativity.” The fact still remains, that Streets is a fast paced, non-stop action, gun in your face map, all action gamers yearn for. So grab your favorite weapon and get ready for the killing.
Construction: [3.0]
The layout of streets is that of a square, like many of the bad maps that came in mods before Urban Terror. While this is a fresh idea, it quickly can turn stale, if there is no game play or thrill. Streets provides both to some degree. The streets themselves are free of debris to take cover behind, but outcroppings, doorways and overhangs provide some protection when caught out in the open. Many of the windows are open, which not only provide cover from incoming bullets, but allow you to move a bit more freely in some of the rooms to gain a tactical advantage on your adversary. Many have taken notice of the sky box beginning at the edge of the level, unlike other levels that enclosed their environment, Streets had been open for much criticism due to this point. The deciding factor was the increase in the already higher than average r_speeds, coupled with the further decrease of FPS, if there were measures put in place to close off these open ended streets.
Playability: [4.0]
This level is very fast paced, compared to some of the others which have seen extensive testing. What aids this is the ability to sneak up on another player, a prime example is when entering the yellow building from the unfinished building with the ramps. As you hit the second level, you can enter on the third floor balcony and take someone from behind, or descend the stairs to the second story bedroom. The same can be said for a few other places, which offer features of the same variety. Instead of fixing spawn points, Carl-Magnus, decided to add numerous pipes and fire escapes to assist gamers in maneuvering through the level. These new features add to the flow of the map, when a once ill fated spawn point now plays into the team who spawn upon it. While you still take you life into your own hands, these additions have added to the overall experience on Streets.
6th Sense: [4.0]
This was the first city map to be created for Urban Terror and one that has not undergone many changes from its original form. It has been revised a few times, but it is still lacking that “something” to really take it to the next level. This is still on of the most popular Urban Terror maps levels to date. Gone from this map are the flashy textures, the sounds and lighting which ambiance is derived from. When you get down to it, its about the overall game play. That is something Streets provides. Built from the same mold as older, cookie cutter style maps, Streets2 is filled with abandoned buildings, most all of which allow you inside to plan your attack. It also could promote camping…er, sniping for those with the SR-8.
Final Score: [3.2]
[Oswald] As the saying goes, “don’t judge a book by its cover.” This is no more evident, than in the case of Streets. This map alone has provided many hours of game play and intense Urban Terror action. While there are no secrets passages or death defying leaps of faith, you will find a true, urban setting, which will give you a good idea what Urban Terror is all about. With all the improvements in Urban Terror Beta 2, this is one map that needed a just more attention, in order to work through some simple problems. Need I say this could become and Urban Terror classic?