Believe it or not, I have met Quakers who insist
on organized maps. These players insist that
every design should flow in a logical and consistent
manner, with no disorder or ambiguity in the
design. If you're one of those poor unfortunate
souls, stop here. Because this is SO not your
map. Butchered Creatures sprawls erratically
in numerous directions, expanding in clumps
seemingly without rhyme or reason. Like any
skybox map, the design incorporates a single
structure floating in space. On the first floor,
a number of medium-sized platforms either hang
off of its sides or are carved into its interior.
They are linked by numerous corridors and half-stairways,
some of which cut through the interior of the
map, while the remainder skirt around the exterior
of the structure. Access to the higher levels
can be found at the base of each the numerous
curving support beams, where jump pads await.
The two upper floors merge into a variety of
terraces on slightly different elevations, punctuated
by a variety of tilted bulkheads. Some of the
faces of these beams appear to be ramps (but
are too steep), while other, more functional
ramps are hidden in the jumble. At the top of
the heap is a small covered pavilion, surrounded
by several different sloping beams and a free-standing
plateau. Strapped on one side of this who arrangement
is the much smaller second floor, which consists
of a single walkway runing solely along one
side of the map. Although I am not opposed to
chaotic maps per se, this one did cause me some
consternation. Especially on the upper levels,
players were apparently left to blaze their
own trail on where to go, leading to much clumsy
scrambling between the various features. The
somewhat random upper floor narrowly treads
the boundary between an unconventional (but
acceptable) layout and one not particularly
friendly to player navigation, and stands out
sharply in contrast with a traditionally defined
lower area. It all just seems a bit disjointed.
(B-)
Atmosphere
Speaking of blazing his own trail, Kona has
put together an interesting collage of textures
from a number of sources, most notably several
of Rorshach's Headhunters3 sets. The major theme
here is red brick, with floors and walls tiled
in crimson ceramic, and secondary panels set
in tan stone and rusted metal. Highlights are
done in turquoise in some places and burnished
steel in others. This texture set doesn't quite
jel together, but at the same time it is hardly
aesthetically slipshod. The practical illumination
presumably comes from the skybox, which is a
tranquil setting sun set above tropical blue
waters. The board is lit at a fairly constant
level, and is more than sufficient for the playing
surface. Still, it seems odd that with no visible
light fixtures some areas are brighter than
others. In sum, this somewhat eccentric environment
is just slightly off the mark. (B-)
Technical
For gameplay, there are some things you would
expect and others you wouldn't. First, the obvious.
BC has all the usual dangers of your typical
skybox map. Faced with the usual sorts of weapon
knockback and ledges everywhere you turn, most
players will take a long walk off a short platform
at least once. Additionally, lower ledges are
only sometimes visible from the upper levels,
forcing players in a hurry to choose whether
to take a blind chance and jump, or to go to
the edge and peer down (which poses its own
dangers). With no logical scheme underlying
the arrangement of consecutive floors, blindly
dropping down from one level to another is a
real leap of faith. Now, for what you don't
expect. First, I found that the jump pads played
little role in the action. Although they are
the only game in town for moving up from one
floor to another, their speed and their ricochet
trajectory (along the beams) prevents players
from laying down much in the way of anticipatory
fire at landing zones. Instead, conflicts are
brutally direct and conducted at devastatingly
close range. The irregular shape of rooms and
platforms and the unforgiving size boundaries
enforced by ledges puts a hard edge of desperation
into confrontations. Especially on the upper
levels, where the exact contours of the map
are rather vague, players scramble frantically
across the map's jumble of features, all the
while engaging in the ugliest sort of smash-face
DM. Strict space restrictions greatly limit
maneuvering or DM finesse, replacing it only
with the ugliest sort of tactless in-your-face
butchery. (Not that this is a bad thing) Weapon
placement is pretty uninspiring, but functional
nonetheless. The SG and the RL both sit near
jump pads on opposite corners of the rectangular
bottom floor, while the GL squats in the map's
largest room, a blocked-in cellar set into in
another corner. On the second floor, the YA
and the LG face each other at opposite ends
of the small walkway that basically makes up
the whole floor. Oddly, the one place I expected
there to be a weapon– the pavilion at
the top– stood empty, while the PG and
the RG were placed on nearby beams. Overall,
an odd assortment of features combine to create
gameplay that is brutal and fast paced, which
has little tolerance for players who expect
to dance about in their usual manner. (B)
Conclusion
A very odd map, in nearly every respect. With
a piecemeal texture scheme, and an irregular
layout divided between clearly defined areas
below and a hodge-podge of features above, this
is a map with a bit of an identity crisis. Although
the lack of clear form in places may frustrate
some players, it does keep most combatants on
their toes by being so very different from the
typical DM venue. This, in combination with
the space restrictions imposed by the presence
of so many drops, blunts matches into sledgehammer-style
slugfests. Not for everyone, especially those
who don't take well to floater maps. (B-)