(DM) Aggressor by Tyrann (Official)

Community reviews of maps (both official and user-made).

Moderators: Nexuiz Moderators, Moderators

Map Quality

Good
27
93%
Bad - Items
0
No votes
Bad - Design
2
7%
Bad - Problems
0
No votes
 
Total votes : 29

Postby cortez » Mon May 12, 2008 4:00 pm

too small in my opinion
Aneurysm 4 the win !!!!! :D
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Postby kyre » Tue May 13, 2008 11:34 pm

1on1 maps don't get much better than this. Surprising depth of gameplay, takes a very long time to master.
Whenever You go, then You aren't.
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Postby esteel » Thu May 15, 2008 8:43 pm

Have to agree to those that say this map is good. It has a simple layout still the teleporter and laserjump make this map seem small which just adds to the action. 1vs1 can't get more action packed then this, please do not change this map.

Damage through walls is a thing we need to talk about.. back then when it was 'fixed' i added an option for it and people agreed in a poll that its a good idea to keep it. Myself i'm no longer totally sure this is right. I guess it worked 'better' in quake3 because the splash damage area was not as huge as in Nexuiz. If there were a new poll i think i'd vote for 'turn it off'.
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Postby nifrek » Tue May 20, 2008 8:09 pm

Great 1v1 map, one of my favorite. The only problem I see is that it can get very spammy sometimes. It's alright when it's skillful spam, but some people just fire rockets and grenades everywhere without even trying to listen and figure out where their opponent is. It can be very stupid, like "hello I'm here firing everything I've got, aiming at a place you're not so go ahead and sneak behind my back and nex my head off".

I agree that damage thru walls/floors is part of that problem, but it's a delicate issue because that (mis)feature is very interesting on other maps like Soylent.
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Postby Dokujisan » Tue May 20, 2008 9:04 pm

I think one of the key elements to this map is that you can access just about any part of it in one "step" because it is very compact and a lot of it is stacked vertically. It's compactness allows the spamming to be an issue, I think. Of course, it also creates part of the challenge of the map. If someone controls the map in the middle area (from what I've seen and experienced personally) you usually have to resort to moving between the mortar and electro rooms until you can take away control again.

I could imagine a "reloaded" version of this map being extended and widened a bit so that spamming is a little harder, much in the same way that slimepit was changed in later versions.
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Postby k0jak » Wed May 21, 2008 6:26 pm

I won't deny this is my fav (and best) 1v1 map so i will try not to be biased, so i'll sum it up quickly).

what i agree on what has been said here.

fast, solid (and surprisng depth..quote kyre ;) ).
Surprisingly hard to master, im good here cause i've had so much experience but i've also had a few close calls as well.


possible / bad points.

spamming at times can be a problem, this is due to the wall damage as well at times, can be countered for example going through a tele then back throught it backwards again to fool opponent, but not always possible, can get caught out on the stairs a LOT from floor damage)

a good player here will destroy a not so good opponent..but this is the same on all maps.

maybe a little small, but it keeps the action fast paced however so a bit of a trade-off in that sense (and one of the only good small map with good fast frantic in 1v1 gameplay i can think of)

wall / floor damage ...i've thought about this quite a bit lately, with this turned off i think we'd see a LOT more tactical and skilled games on ALL maps, not just this one, also i don't think nexuiz's maps' implement the wall / floor damage very well. As in it's too easy to use / exploit it a lot of the time.
:]

Image

kojn translates into horse.

Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
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Postby Strahlemann » Thu Jun 05, 2008 1:51 pm

I've no idea what should be changed here.
I loved the layout from the beginning. Totally solid mapped thus easy to convert. Great connectivity. Hard to master. Really fast (which is always a good thing imo), and great vertical action.
I vote for leaving it as it is.
Only some visual improvements here and there (higher res-textures etc.) would add to it. But i got used to the look of it and wouldn't put my hands on it again.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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