(DM) Soylent by Strahlemann (Official)

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

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Map Quality

Good
38
100%
Bad - Items
0
No votes
Bad - Design
0
No votes
Bad - Problems
0
No votes
 
Total votes : 38


  • Rate and discuss this map.
    LordHavoc
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    Posts: 191
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Thu May 15, 2008 8:46 pm

Tue May 20, 2008 8:03 pm

  • There is not much to say about this map, other than IMO it's probably the best duel map we got. The item placement is simply PERFECT and the design and layout are completely different to any other nexuiz map I've played. I usually hate "space maps", but I have to say it works very well for this one, it makes it a lot more skillful to position yourself well during fights so you have less chances to get pushed off. This also a map where it is most fun to figure out your opponent's style and the way he thinks, even if you're losing 10-0 after half the match you can easily make a comeback by predicting everything he does, sneak and steal some armor to get control back.

    Even if the map is small, there are so many ways to move around on it to cut your opponent off or to run away, be sneaky, etc... Fantastic!
    nifrek
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    Posts: 208
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Tue May 20, 2008 9:17 pm

  • First, I don't like space maps....but soylent is tolerable because it is designed well.

    I can't say that I have this map figured out 100%, but I've watched enough duels on it to see basically how people control it. I don't play it enough mainly because I hate dying from falling off an edge :-)

    That said, I think the weapons and armor/health are spread out enough that you do have a chance to get back control if you know what to do. Most of the time, players seem to control it from the upper position where the armor/crylink are located. From there, you can get MA/MH/NEX and you can track the opponent and shoot down at them from 4 pathways. Players that know the map well can usually control the map by keep the opponent away from the nex, mortar or megahealth. They can, however, grab the MA and RL and use that to dig themselves out of the hole. If the player on the top level has a mortar/nex combo, then that can be tricky because they can spam you, detonate your rockets and also tag you with the nex if you hang out in the open too long.

    Like many others, I appreciate the ramp jumps on this map. I think the ramp jumps play a major role in allowing someone to attack someone on the top level without making noise.

    As far as improving this map...hmmm, I'd have to hard time thinking of how that could happen. Maybe replace the hagar with an electro? That would be interesting. Or you could place an electro on the ledge above the RL area (so you see it as you descend the main stairs).
    Dokujisan
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    Location: Louisville, Kentucky

Wed May 21, 2008 6:07 am

  • Where to start. I would rate it Perfect if there was such an option. This is my favorite Nex map by a long shot. I play it the most so I perform best here as well. The combination of item placement, the trickjumps, being able to knock someone off to break the control they are having but still not as easy to do that as on a map like Evilspace... it's just damn perfect !

    I am also happy to see that even on FFA servers this seems to be the most popular map, apart from Silvercity of course :P
    Now with new shiny avatar.
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    PinkRobot
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Wed May 21, 2008 7:08 am

  • There is no map I like to play more and no map I play more often than Soylent. It's the king of all 1on1 maps, it just was right from that time when it was released.

    However, I found a bug on that map. There's a pillar next to the Nexgun where you can throw mortar nades in, right through the textures.

    Urmel wrote:
    look where the mortar nades go: http://urmel.planetnexuiz.de/Demos/2008 ... oylent.dem


    And the stairs suck, which is not the mapper's fault - every stair in Nexuiz sucks and has to be jumped over.

    And I'd sometimes like to know if and how an additional floor between that one with the Nex/ Crylink/Hagar and the roof would enhance the gameplay.

    The Skybox should be a bit higher IMO.
    uncomfortable
    random
    mean
    embarrassing
    limited
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    Urmel
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Wed May 21, 2008 6:34 pm

  • I really don't think this is the king of 1v1 maps, i don't really like this map much just cause the fact you can really push people off the edge easily..especially people who are really good at doing that, i wouldnt say i am and i knock people off a fair bit, when games go bad for you, you go off the edge so much, however this doesnt mean it's a bad map..which it isnt :)

    Item layout is albeit pretty good / one of the best i've seen in a map, can't fault it.

    the fact the RL is at the bottom with an armour means that you can fire up to the top level and cause splash damage via secondary fire so in this sense the weapon layout is perfect with the mortar on the 'middle' section, the fact that the nex isnt slap bang right near to the armour and the fact you have to go and get it is very good.

    my only problem is that now with the new crylink settings (i like how it's nice to use now, but its way to powerful with it's usability now (dmg per shot e.t.c is way too high) you can maul someone so easy the fact its right on the top tier also is questionable, but this is a weapon problem not a map problem so it shouldnt be changed unless the crylink settings are going to permanently stay as they are (and i hope not :) )
    :]

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    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
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Wed May 21, 2008 6:49 pm

  • I forgot to mention that I suffer spawn rape way too often on this map. The spawn points is something that should be changed somehow...
    uncomfortable
    random
    mean
    embarrassing
    limited
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    Urmel
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Thu May 22, 2008 10:11 am

  • Urmel wrote:However, I found a bug on that map. There's a pillar next to the Nexgun where you can throw mortar nades in, right through the textures.

    That seems to be a bug in almost every map that uses the map element called a patch/curve. At times the nade goes right through the surface, while at other times not. It can be fixed easily with a couple of caulked brushes placed approximately where the patch is...

    Urmel wrote:And the stairs suck, which is not the mapper's fault - every stair in Nexuiz sucks and has to be jumped over.

    I hate the stairs too, ramps ftw! :)

    Urmel wrote:And I'd sometimes like to know if and how an additional floor between that one with the Nex/ Crylink/Hagar and the roof would enhance the gameplay.

    I might just do that! :D

    Urmel wrote:The Skybox should be a bit higher IMO.

    And that.


    /me compiles GtkRadiant. :p
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    FruitieX
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Thu May 22, 2008 2:47 pm

  • Nonono- Ramps instead of stairs are terrible. Just look at what it did to Gasolinepowered- the stairs are unusable. Instead, just throw in some invisible, intermediate steps, so movement up them is faster and smoother.
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    torus
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Thu May 22, 2008 6:22 pm

  • torus wrote:Nonono- Ramps instead of stairs are terrible. Just look at what it did to Gasolinepowered- the stairs are unusable. Instead, just throw in some invisible, intermediate steps, so movement up them is faster and smoother.


    Will this mean i can go up stairs without being stopped half the time?!

    If so then do it.
    :]

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    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
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Thu May 22, 2008 7:00 pm

Thu May 22, 2008 8:42 pm

  • Yes, spawnkilling is an issue.
    The guy/girl with Nex and dominating can maintain the lead nicely with spawnkilling. The weird thing about this map is that it feels like there is a 60% chance that the opponent spawns at the spawnpoint you look at. :P
    I remember in the 1.5 era people thought I knew a certain spawn pattern. But it's just a weird spawncode + map combo :P
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    morfar
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Thu May 22, 2008 8:52 pm

Fri May 23, 2008 12:57 pm

  • All the points Urmel mentioned are correct.
    I'd be happy if someone finds the time to fix them.
    I also thought about converting it into a ctf, but couldn't come up with an satisfying layout (i don't want to have a ctf-soylent which is mainly the same map twice (like bloodprisonctf and ruinerctf))

    And i'm really happy that it's so popular. Thanks for the feedback :D
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Fri May 23, 2008 2:11 pm

  • For CTF, it would have to extend larger before it is mirrored, I think.

    Perhaps create two major pathways on differenr levels. Maybe the two halves could connect around where the megahealth is located, forming a bridge between the halves.
    Dokujisan
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    Location: Louisville, Kentucky

Tue Jul 08, 2008 6:16 am

  • It is simply awesome dude.Best map ever. But the duels on it with my friends gives me a really tough challenge.Anyways i give you 100%.
    Josh Stephen Southard A.K.A. JSS05O
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    JSS05O
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Wed Nov 26, 2008 9:44 pm



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