Early Settlers is a simple little two story
map set in a grid-like pattern. Rooms are arranged
chamber-like, abutting each other and set end
to end. Most of these rooms are linked in a
six block rectangular matrix– with an
ground floor exit in each room going to one
of the three adjacent cells. Raised walkways
run along the outside walls of each room and
cross over to form the interior partition between
each area. These interior ramps stand a half-level
taller than the exterior ones, and offer commanding
views from where they dart between the rooftops
of the village. At least one set of stairs in
each room links the ground floor with both the
interior and exterior walkways. Only one room
sits outside the block– although placed
off to the side, it remains linked to the others
with via same set of platforms and one stair/one
passage formula on the ground floor. A few other
closet-sized rooms are about, but these seem
to be more a component of the atmosphere (see
below) than they are a legitimate part of the
layout. The grid system has numerous advantages–
along with the relatively small size of the
map, the regular and systematic interlinking
of the boards room keep connectivity very high
from one side of the map to the other. Additionally,
placement of staircases in each room and the
frequency of drop-down access make movement
from floor to floor just as easy. A very basic
design, but clearly one that works. (B+)
Atmosphere
Atmosphere is top notch, but not exactly what
one would expect from a quake level. Set in
a medieval village at dawn, Early Settlers is
positively filled with rosy hues, both in the
brightening sky overhead and in the cheerful
visage of the architecture. The author has done
a very good job of skillfully crafting a credible
village here amidst all the standard accouterments
of a deathmatch board– walls are camouflaged
with believable building facades, and gothic
arches and pillared canopies fill up the remaining
space. Along with the architecture, the texturing
can half the credit for the good looks of this
map. A varied palette of natural stone, grass,
and bricks complete the illusion of an idyllic
little town. Hardly your typical dark and gloomy
DM map, but somehow the warm and friendly environment
manages to convey authenticity without being
cheesy. Overall, an excellent effort. (A-)
Technical
The author suggests that this map is similar
to one of his previous works, Grindmill. Although
I can certainly see the similarity in some of
the most basic design traits– such as
using elevated walkways in each room and a underlying
square layout– I think the similarity
really ends there. Grindmill was a centralized
map, with players meeting to slug it out in
a central plaza. Early Settlement takes the
other road, being so decentralized that no particular
place holds a monopoly on the board's bloodshed.
The cellblock arrangement of rooms really prevents
players from grouping all together in a single
place unless they happen to do so by a chance
meeting, but it does create some really interesting
chases from block to block. The connecting corridors
generally twist at least twice with 90-degree
angles as they progress from room to room–
effectively blocking line of sight. Players
in close pursuit of another will inevitably
lose sight of their prey as it progresses into
the next room, and may be surprised to discover
upon catching sight of him again that someone
else has joined the hunt from a side corridor.
The three-way slugfest that then results is
as intense as it is brief. Usually it's better
to go about running down a target from one of
the elevated walkways– doing the same
from the ground floor limits your mobility by
reducing your movement options to either ascending
the room's staircase or departing via the only
passage, both of which can easily be covered
by an opponent. The RL holds sway over this
map due to the moderate ranges and close quarters,
and the author has placed it at the center of
the map to insure it will be heavily contested.
Parked well within view of both the overhead
walkways and all of the room's entrances, this
weapon is about the only spot on the map that
really draws players in. The LG and PG are both
placed in different cells along the ground floor,
while the RG, MH, and GL are placed on overhead
walkways. I didn't find the RG particularly
effective on this map, but the author seemed
to think it warranted enough importance to rig
it to a map-wide alarm that blares when it is
picked up. Overall, gameplay seemed pretty cut
and dry– nothing spectacular but still
very enjoyable. (B+)
Conclusion
A solid little map that seems to get every
last bit of mileage out of what is otherwise
a very simple design. Energetic decentralized
gameplay, good weapons placement, and a unique
and superbly done atmosphere– this one
is well worth a look. (B+)