One to Zero


Author: Daniel Aashage
Release Date: April 22 2001
Story: A warehouse styled map consisting of a couple buildings with rooms full of crates and conveyors as well as a small outdoor section. I wouldn’t trust my stuff being stored there as several rooms have holes in the ceiling to let the weather in. Otherwise the map is pretty basic with texturing and detailing. There is basic architectural structuring and a little trim work, making things boxy and flat looking. The layout takes linear a bit too far; other than a vent maze that needs to be jet packed up into and a couple sidetrack doglegs that don’t serve too much of a purpose other than making the player possibly take a wrong turn.

Game play is a find the key and find the button piece. The keys are easy, the buttons are usually up towards the ceiling out of the line of sight or placed on the backside of some crates. Most are easy to see, others not so much. The crack in the wall hiding the jetpack is also up out of the line of sight and nearly invisible. Of course the player has to notice that they supposed to fly up the vent shaft in the ceiling of the blue locked room.

Ammo and health are a bit tight, but it makes the fire fights a little more exciting; at least until the narrow hallway where three fat commanders spawn right on top of the player.

* Play Information *
Single Player : Yes
DukeMatch 2-8 Player : No
Cooperative 2-8 Player : No
Difficulty Settings : Yes
Plutonium Pak Required : Yes
New Art: Yes
New Sounds: No
New Music: No
New .CONs: No
Demos Replaced: No

Review Summary:

0

Architecture

0.0/10

Details

0.0/10

Texturing / Shading

0.0/10

Atmosphere

0.0/10

Gameplay

0.0/10

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