Umm, okay. I really want to drop some notes, what I experienced while testing the map. Nothing else.
This is by no means a provocative act.
So, about the map itself:
I am still a proud owner if a low-end system, Duron 800 and GeForce 2. This would have been, like, an impossibly utopic high-end system to the time Quake 2 came out.
So a reviewer of 1998 would have stated " This map even didn't run well on experimental prototype high-end system with an ultra-fast 800 MHz processor, 256 MB of RAM (!!) and a fully openGL-accelerated graphics AGP 32 MB card
I am strictly following Maric's directives, and he told us that r_speeds still matter nowadays; that too high r_speeds in a map can even choke a nowadays high-end server when a lot of clients connect and play this map.
Thus said, I got r_speeds up to 2500 in this map. And I feel it immediately, since I got a tiny machine for today's standards. It just does not run nicely smooth .....
The other thing was, the map was feeling cramped for me.
I always felt like there is not enough space to run around, the corridors and stairways were too small and narrow, the few plazas were not wide enough.
The map felt like a smallish map first, but the birdview revealed that it that it is not small at all. The extreme r_speeds told us the same.
It is exactly the opposite of, lets say, the original Quake 1 DM maps, which stunned me when I realized HOW small they are, because they felt so much bigger when playing them.
There IS lots of space in Stah's map, but it is useless space. You can't enter it. And that's disappointing. I would like to have seen some catwalks up there on the castle walls. There would be plenty of space for a complete higher level. But it is not supposed for being entered.
You can, however, get up there with a hook, considering that this map will be also be used in lithium or tourney by some folks. Up there we find that we get a lot of unwanted ghost views through walls. Not good. Best would have been if these unused upper levels on the castle walls had already been prepared to be entered and used by players.
Or otherwise, if really nobody shall get up there, there could have been plenty of opportunity for vis - blocking, to lower the horrendous r_speeds.
For the visuals .... it is brown. Brown and orange.
The brown and orange light in this map is almost sickening for me. Sorry, no pun intended.
Quake 2 has always been mocked for being "too brown" and / or "too orange". But it never-ever was so brown and orange like in this map.
At least very, very seldom.
If this light is intended to be sunset-light, it fails to do the job for me. Sorry, I find it unbearable. Sickening, to say the least. Completely unnatural.
Together with the overall cramped feeling, the bad performance .... this map does not work for me, sorry.
For the good part: of course I see some great brushwork in this map, lots of nice handcraft, fine details.
There is no doubt that Stah is a good mapper. Still, he has a lot to learn ( same goes for me, don't worry
)
What he should develop further is better taste ( orange light !! brown brown textures !!!) and some increased insights into the philosophy of mapmaking.