painkiller
DM_Illuminati

DM_Illuminati is the one of two large maps to ship in v1.0. The map is quite open and it set on three levels. All weapons are included in this map with two rocket launchers being present. All armours are also present along with the Mega Health, and finally, all powerups are present. This map is perfect for large Free For All type games, and perhaps 4v4 Team DeathMatch also.

The first of the three levels is fairly small. It extends from the circular Rage powerup room (Room A), through a corridor to the MegaHealth (Room B) and Bronze Armour room (Room D). No weapons exist on this level but the teleport at the opposite end of the level to the Rage provides quick access to the Rocket Launcher 1 Area. In TDM games, I'm sure this area will provide mucho spawn rape as there is at least one spawn position here, plenty of Armour/Health and quick access to fresh rocket ammo.

The teleport from level 1 links into the Rocket Launcher 1 area on level 2. This is the central part of level 2 that provides quick access to the majority of the rest of the map. Running out of the teleport will pass you straight over RL1 and bunnyhopping like mad towards the only Gold Armour on the map. This section will probably be the biggest fragfest area in any high player Free For All as the RL1 area is overlooked from 3 sides.

At one end of the S that makes up this level is again the Rage powerup room. Passing along the corridor to this room, the player can quickly drop down to the Megahealth or Bronze Armour, or elevate themselves via Room D to the third level. The ElectroDriver is also snuck away here along with plentiful ammunition for fragging fun. Jumping across to the Rage powerup takes a little practice until you've mastered the bunnyhop skill to bridge the gaps in the walkway.

The other end of the S provides the WeaponModifier powerup and fast access to level 3 via two large stairs. The player could easily rack up kills grabbing the Bronze Armour and powerup, and then pick off enemies in the RL1 area from the balcony, or perhaps those in the Powerup1 area via the hole in the wall.

Moving onto level 3 and this is where we find the Silver Armour, Shotgun, Stakegun and Rocket Launcher 2. Rocket Launcher 2 is particularly interesting as the only way up to it is via a small ramp that takes perfect positioning to get onto the ledge. This reminds me of the 125FPS requirements in Quake3 for making similar jumps. Only pixel perfect jumping will get you up there, and this is very tricky considering the angles of attack at the ledge available.

Level 3 provides access to Room A via a hole in the wall. As this will probably play an important role in the game once Invunerability is used in conjunction with Rage to provide teams with a “Quad Pent” man (Quakeworld terminology). Another hark back to the days of old (dm3 anyone?) and signs that the developers have Quakeworld influences in their map designs.

The last area of the map, that isn't covered in the layout provided, is the rooftops. It's up here that Invunerability can be found and vantage points looking out onto parts of level 3 and 2 can be achieved. Rocket Jumps are mainly required up here and so its unlikely that these will be used unless its time for the invulnerability to spawn or its hide time for the team in the lead by a few frags :)

This is the first of [PCF]Loki's maps that I have covered, and I have to say it looks good. Plenty of open space and availability of ledges provide room for trickjumps. Access to the majority of the map is easy and fast with many interconnections between the levels. I haven't sussed out the spawn points as yet, but with the map not having two halves persay, lockdown might be possible with careful player placement. Mastering the RL2 jump to ledge will be very important as this is very close to the Silver Armour. This combination will be matched by the RL1 / Gold Armour proximity and I see these two areas being important in team games.

 

 


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