This review was moved from the NaliCity main forum where Axiom first requested a review on this map. Here he also posted the following link to the map: http://cdo.dhs.org/clergy/maps/ctf-blasphemyv2.zip
First thing that struck me was the README file. I hope it was a bad attempt of irony but what came out was, simply put, the most arrogant P.O.S. I've ever seen, no useful info is in the readme which consists of just a copyright note and the following rant:
Well the map is not bad, I'll give it that much, in fact it's fairly good in most technical aspects. The architecture is good but very repetitive. There is only one type of wall/floor on the entire level.
This could be good if it contributed to a great atmosphere, but the lighting doesn't back it up, it's the same dull reddish-brown lighting all over the map. The light is not sourced at all in the hallways below, and there is no real contrast between the lighted and non-lighted areas above - although there are some strange spotlights built into the walls (see screenshot below). These seem to serve no real purpose for the theme, but look as if they have been added because the author saw the need to "do something" with the lighting. The overall effect is a dusty, dullish cavelike atmosphere.
Also the map is a little too dark throughout. I had to manually enhance the screenshots' exposure to even make them viewable. I think this may be what sometimes happens when mappers use the software renderer for playtesting their map, because hardware always seems to render the screens darker, at least I've seen this happen before (eg. AS-Resurrection).
What strikes me is that Axiom has tried to make a map that was perfect in every technical aspect and in trying to do so, he has forgotten about originality and created something that is very dry / sterile, perhaps "state of the art" on the technical front but otherwise quite uninteresting.
The bot-pathing is decent but not brilliant, basically if you take the upstairs route you will get to the enemy base unchallenged most of the time, since the bots certainly prefer the ground floor.
Weapon and powerup placement - again like most aspects of this map it's good, but VERY conservative (ie. boring), there's nothing unpredictable about it, and after 15 minutes of play you feel you know the level inside out.
Layout wise, some design elements remind me of Coret Facility and Command, without approaching the greatness of either of those. Again, it works but it is hardly original.
The music is from Trophy Room
... No custom textures/sound.
A map these days can not win on being technically well made alone. There are enough levels like that out. Something extra is required to make a map interesting, to make it stand out. This map just doesn't have that "something extra".
Last but not least: My judgement is quite influenced by the tone of the readme file and the original post that made me write this review. The map is not bad at all, but then again it's not the amazing piece of machinery it's made out to be. I think a mapper should just say "Hey I made a map", and leave it to the players / reviewers to say "It's awesome" or "Not".
Score: 6.5 / 10
// Descore
PS: As this is my very first attempt at a review I would much appreciate comments either here or at [email protected] -- Thanks!

First thing that struck me was the README file. I hope it was a bad attempt of irony but what came out was, simply put, the most arrogant P.O.S. I've ever seen, no useful info is in the readme which consists of just a copyright note and the following rant:
Ok phew, that was some egorant, so held back a puke and thought, "Damn, this map better be good" and loaded it up..Notes: 'Axiom's Blasphemy' is McNally's Masterpiece and
highest contribution to Unreal Tournament.
A Godlike structure of Strategic layout, Exact
Placement of Textures and Inventory, Precision in
Bot pathing and Player Navigation, and an
Intricate Visual Design to make 'Axiom's Blasphemy'
A sincere competition among the Original Unreal
Tournament Levels.
Well the map is not bad, I'll give it that much, in fact it's fairly good in most technical aspects. The architecture is good but very repetitive. There is only one type of wall/floor on the entire level.
This could be good if it contributed to a great atmosphere, but the lighting doesn't back it up, it's the same dull reddish-brown lighting all over the map. The light is not sourced at all in the hallways below, and there is no real contrast between the lighted and non-lighted areas above - although there are some strange spotlights built into the walls (see screenshot below). These seem to serve no real purpose for the theme, but look as if they have been added because the author saw the need to "do something" with the lighting. The overall effect is a dusty, dullish cavelike atmosphere.
Also the map is a little too dark throughout. I had to manually enhance the screenshots' exposure to even make them viewable. I think this may be what sometimes happens when mappers use the software renderer for playtesting their map, because hardware always seems to render the screens darker, at least I've seen this happen before (eg. AS-Resurrection).

What strikes me is that Axiom has tried to make a map that was perfect in every technical aspect and in trying to do so, he has forgotten about originality and created something that is very dry / sterile, perhaps "state of the art" on the technical front but otherwise quite uninteresting.

The bot-pathing is decent but not brilliant, basically if you take the upstairs route you will get to the enemy base unchallenged most of the time, since the bots certainly prefer the ground floor.
Weapon and powerup placement - again like most aspects of this map it's good, but VERY conservative (ie. boring), there's nothing unpredictable about it, and after 15 minutes of play you feel you know the level inside out.

Layout wise, some design elements remind me of Coret Facility and Command, without approaching the greatness of either of those. Again, it works but it is hardly original.
The music is from Trophy Room
A map these days can not win on being technically well made alone. There are enough levels like that out. Something extra is required to make a map interesting, to make it stand out. This map just doesn't have that "something extra".

Last but not least: My judgement is quite influenced by the tone of the readme file and the original post that made me write this review. The map is not bad at all, but then again it's not the amazing piece of machinery it's made out to be. I think a mapper should just say "Hey I made a map", and leave it to the players / reviewers to say "It's awesome" or "Not".
Score: 6.5 / 10
// Descore
PS: As this is my very first attempt at a review I would much appreciate comments either here or at [email protected] -- Thanks!
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