[an error occurred while processing this directive] [an error occurred while processing this directive]
[an error occurred while processing this directive] [an error occurred while processing this directive] [an error occurred while processing this directive]
08.29.1999: Cranky Steve - Q2 DM: "Erik 10"
It's always a good sign when you spawn into a map and this is the first thing that you see.
Reviewed By: Cranky Steve
Game Mode Supported:
Deathmatch?
Overuse of Colored Lighting: Once again, fullbright.
Spelling Errors in Text File: Yes.
Pain Level:
Drinking a Drano cocktail and washing it down with gasoline.

Download Here (97k)

The exciting Pyramid of Pointlessness.

While the previous Erik entry I reviewed, Erik3, was an experiment in... well... I'm not really sure, Erik10 takes wide-open-area deathmatch into a new direction. Unfortunately, the direction is "straight down", but it's still a remarkable improvement over Erik3.

DESCRIPTION: Well, it's a large brown area. The author describes it as "Basic but confusing. The lighting wouldn't work right(Possibly because of all the explosions? I included the map file if you want to try to fix it.) Worth playing." The only true words in that description are "basic" and "wouldn't work", making this map's real description read as, "Basically wouldn't work."

THE MAP: As I previously stated, it's a large brown room. There's walls, or crates, or something lined up all over the place. Textures are repeated all over every wall as if they were going out of style. There are some short box thingies laying all over the place, and when you step on them, random explosions begin to occur all over the map, sending your r_speeds into the hundreds of thousands. I can't quite figure out what the purpose of the explosions are for, other than to really push the map over the edge into the realm of pure unplayability. This, I guess you could say, is the only success any map has had in the entire "Erik#" series. It is successfully unplayable.

Wide open spaces and failed geometry experiments are the hallmark of a winning map.

GAMEPLAY: Well, one could conceivably play a deathmatch game in this horror. Mind you, I didn't actually try this theory out, mostly out of fear, but I think it could possibly be done. If anybody wants to take me up on this theory, write back with results. If I don't get any email from you, I'll assume you died in the process.

FUN FACTOR: Do you like brown? Do you enjoy seeing random explosions slow your computer down to 486 66SX speed? If so, you'd just wet yourself playing this hideous creation. I wet myself, but I think that was from the blood pouring from my eyes.

THE BOTTOM LINE: It's gotten as close to a real deathmatch map as any have in the "Erik#" series, but that's not saying too much.

- Cranky Steve

 

Category: Rating:
Aesthetics: - 7
Gameplay: - 7
Item placement: - 5
Layout: - 6
Detail: - 6
TOTAL: - 31

Individual ratings go from 0 (bearable) to -10 (painfully terrible). Total score goes from 0 (ok) to -50 (the worst piece of shit you'll ever play).

[an error occurred while processing this directive]
[an error occurred while processing this directive]
[an error occurred while processing this directive]
[an error occurred while processing this directive]