Had
ID taken any notice of levels in past Q1CTF as well as Q2CTF
then they may have noticed some more unique designs. Castle
assaults, river crossings and the like, yet sadly Q3A fails
to bring anything above the inescapably ceiled inside designing
of standard Q3A DM levels. It has you wanting to see grass or
the textured equivalent like no other modern game in the known
world. If you're going to make a multiplayer only game, you
should really be more innovative than this (UT got it right,
mostly).
Jaw
dropping redefined? Q3A is THE first game to use 24Bit Textures
rather than the increasingly common 16Bit, it adds tremendous
detail and makes the various environments look stunning. From
medieval caverns and castles to futureististic metallic structures
and buildings, all look stunning, even when right up close.
The engine also introduces for the first time publicly, the
use of Curved Surfaces, you can forget those jagged corners
and flat roofs because that's all about to change. Now arches
and organic structures come alive with perfect curves that look
almost good enough to lick.
The
models in the game are also immaculately detailed thanks to
the use of 24Bit texturing combined with overkill on polygon
counts. Perhaps not quite to the level of Team Fortress2, yet
easily on a par with that of Unreal Tournament's models. Weapons
flash and spit bullets out with a solid and overpowering force
that the new particle and high quality graphics system help
to push. The graphics give a true feeling of being in another
world; we haven't seen anything look this good yet.
Next
>>
<<
Previous
|