Map Review - Blessed to Kill


Description

Small duel map

Info -

2 Rocket Launchers
2 Grenade Launchers
1 Shaft
2 Green Armors
1 Yellow Armor
1 Red Armor
1 Mega Health
3 teleports
1 wind chute
1 clanking lift


First Impressions

Wow.. what a map. Blessed to Kill differs to most maps i have ever played. Most maps such as dmz1, dm2, dm3 and dm4 seem like they are made up of structures (dmz1 structures, dm4s upper teleport room, dm3s RA room) or experimental puzzle areas (such as dm2s RA/MH area) which just so happen to work really well. Well at first i couldn't understand how such a small map should seem so.. medium sized. I don't know, but it doesn't feel that small when you play it. Well, this map isn't a set of structures or rooms, rather, it feels like it started out as a solid block, and the insides have been carved out into an extremely well designed map with great connectivity. The first time i ever played it i played non stop for 80 minutes, it was one game, a duel vs a bot. I started out loosing against the bot, but by the time the frags were over 120, i was way ahead. I eventually stopped playing exhillarated and overwhelmed. I didn't find this map difficult to learn at all.

The 3 story high RA room

I can explain the map as 2 rooms, one (the YA/shaft room) which is 2 stories high (one on top of the other), and the other (the RA room) which is 3 stories high (but which is in open vert atrium style, with a hole down the middle, so the bottom and middle levels can be attacked from the top level). The RA room contains a Red Armor on the bottom floor, next to a teleport which leads to the top story of the YA room. Access to the top floor of the RA room is easy, there is a wind chute (which has a Green Armor nearby) which boosts you to the top, allowing you to rain death from above hehe. This top level can also be reached by going through the shaft teleport, which is at the ground level of the 2 story high YA room. The middle level of the 3 story high RA room connects to the top level of the 2 story high YA room, and can be accessed obviously from the top story of the YA room, or by using a staircase at the bottom level of the RA room, opposite the wind chute. This middle level contains a grenade launcher and a healty amount of cells. Furthermore, the staircase which leads you up to this level from the ground level, also allows access to the lower story of the YA room through a side-passage, which gives full scoping view of the YA, MH and shaft (and grenade spam range of the RL in this area), and which contains another grenade launcher at the end.

2 story high YA room.

The two story high YA room was more difficult for me to figure out at first, but the way it connects to the 3 story high room, through its teleports and walkways, is something which really makes this map flowing, challenging and above all fun. If you go through the teleport at the ground floor of the 3 story high RA room, you land yourself at the top floor of the room in question (but you cannot see the lower level unlike in the RA room, where its more open). By running straight forwards you go straight back into the RA room, at the middle level. If you look behind, you will find another teleport, however, it is not a double teleport, it will not transport you back to the Red Armor; instead, it takes you to the side corridor leading to the grenade launcher, which is opposite the wind chute and leads to the lower/middle level of the RA room. As you might have figured out, a good strategy for fighting in the RA room is the go through the teleport, twice, teleporting you to this side passage, and hopefully allowing you to confuse and ambush your opponent. But this is a map where it is always possible to be a step ahead, and your opponent may send a rocket for you to ride once you teleport back! Furthermore, you can use this teleport against players who like to stand at the end of the side passage where the grenade launcher is, overlooking the bottom level of the 2 story room, and possibly waiting to ambush you when you jump from the upper level to the YA. Well, by going through the upper level YA teleport of course you warp to the other end of this side passage, allowing for some stab in the back ambushes! Again though, its always possible to be one step ahead. Anyway, back to describing the 2 story high YA room, If you turn to your right after heading through the RA teleport, there is a yellow armor up on a column, which can be viewed from the room below, and while standing on it you can jump down to the lower level or drop onto the side passage grenade launcher which leads you back to the RA room opposite the wind chute. Finally, If you turn to your left at the top of the 2 story high YA room, having gone through the RA room teleport, you will find a Green Armor, and a pit which contains the other rocket launcher. This pit like room contains a clanky lift back up to the Green Armor and top level, or a lower exit which takes you to the ground level, which contains the shaft and the Mega health. From this room there is another teleport (same position as the upper level teleport, but directly below) which leads to the very top level of the 3 story high RA room, which as i mentioned earlier contains a rocket launcher. So a good path is to grab the shaft and instantly teleport to the top level of the RA room, to grab the RL. You can then drop to the middle level with the cells and grenade launcher and then bottom for the RA. There is one last area left, which is a corridor which leads you from the bottom level of the 2 story high YA room (next to the mega health) to the wind chute at the bottom level of the RA room. This is a nice curved tunnel, but contains no items.


Pictures

A view of the middle and bottom level of the 3 story high RA room. To the right of the picture, at the middle level, you can see the set of stairs that leads to the upper level of the 2 story high YA room. To the left you can see the staircase which leads you from the bottom level of the RA area, to the middle level. (continuing along that wall with the 2 health packs in the background is the side corridor with the grenade launcher at the end)


This shows the wind chuke, with the GA next to it. That tunnel in the background is the curved tunnel leading to the MH and shaft at the lower level of the 2 story high YA room


Here is the other end of that curved tunnel, showing the MH at the other end. The stairs lead to the pit with the rocket launcher, which has the clanky lift leading up to the Green Armor at the upper level.


A very good view of the lower area of the 2 story high YA room. Here you can see the YA on its column, the opening to the side passage with the grenade launcher (which leads to the Red Armor room), the shaft and its teleport, the staircase leading to the RL pit (the MH is concealed in this pic under the stairs). You can even see the teleport at the upper level, which leads to the other end of the side corridor, of which we can see the grenade launcher in this pic.


A good picture from the middle level of the RA room, here you can see the chute, you can see the corridor where the chute sends you up at the top (where there is a RL), and you can see where the middle level connects to the top level of the YA room.


This is a pic of the RL pit, with the clanky lift and the Green armor at the top.


We can see the lower level of the 2 story high YA room. The shaft+teleport, the side corridor with nade launcher, and the colum (although the YA isnt visible)


Finally, the very top of the 3 story high RA room. The atrium in all its glory. Notice how the wind chute takes you from the RA (go down the steps to the right, which also leads to the GA and the curved tunnel), blasts you around the back and up to the top level through that opening at the top right, allowing you to peer over the top and kill!


My analysis of this map is that it is such an awesome duel map, already a firm favourite. I havent actually tried it in FFA yet though, but id imagine its frenzied as hell and great fun, and by controlling the RA and keeping a decent sized ammo collection, quite possible to fully dominate even with many players. This might be especially easy since there is no real 'main room' which is easy to accomidate many players and big fights, such as the main part of dm4. I look forward to a DMC conversion.

- [pFc]Tayste