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Quake: Mash-Up Streets - Map Review

By: Frank Graef - Published March 07, 2006 at 4:15 PM EST - Writer Archive
A few days ago Method, the mapper of Mash-Up Streets, was interviewed on GotFrag. Now we present you his map that finished 2nd at the VIA mapping contest just behind Monsoon; giving you a slight sight into what the map is all about.


Some of you may remember the VIA mapping contest that was held in order to provide Quake IV players with some new maps to duel on, since the default maps aren’t that interesting and weren’t created for competitive play. With a respectable second place finish in this competition, Mash-Up Streets may be just what the Quake IV community was looking for.



Aesthetics & Visual Appearance

The map was created as an advertisement for Mash-Up Radio because Method, the map’s creator, was listening to the station as he brainstormed for his next mapping project. He has given a nice little tribute to the station by putting their logo on a billboard, but fortunately he refrained from putting in any more ads that may have cluttered up the map.

Mash-Up Streets has a dark mood and environment which perfectly fits its architecture. Method has managed to hit two birds with one stone here by satisfying both the players who are interested in a map’s visual appearance as well as those out there who are more concerned with a map’s competitive playability. Mash-Up Streets is done up in a style reminiscent of Quake III maps, something many players will find refreshing since most Quake IV maps thus far have incorporated futuristic textures similar to those used in Unreal Tournament 2004.

Layout

The most prominent feature of this map is the Tower which can be found in the very center. The many entrances into this area seem to invite players to spam rockets or nades at one another as they fight for the Mega Health, which can be found on the Tower’s upper level. Method’s mapping genius shines through in the steel beams and pipes that are used as ramps, adding to both the aesthetics of the map as well as its strategy. Another thing that caught my eye are the staircases – finally, steps that don’t impede jumping, and these can even be used to gain speed! These ramps and staircases bring the map together by allowing players to increase and sustain their speed, making Mash-Up Streets a perfect dueling map despite its large size.

Item & Weapon Placement

Now we can delve into one of the most important aspects of mapping – item and weapon placement, which can make or break a map. Method seems to have gotten this right. Most maps tend to include a Yellow Armor, a Red Armor, and a Mega Health, and Mash-Up Streets is no different. The Yellow Armor is in the upper right corner on the map layout, the Red Armor can be found beside the Mash-Up billboard, and the Mega Health is at the top of the Tower. This setup is much like that of dm6, where all of the items are in a straight line with the Mega Health in the middle and the two Armors at either end.

Due to this positioning, both players have the same chance of getting the items, though a player picking up the Mega Health will have an easier time getting to the Yellow Armor than the Red one. The three most powerful weapons (Shaft, Railgun, and Rocket Launcher) are also positioned well, with lots of distance between them, which means that neither player should be able to get two of the best weapons right at the beginning of a match.

Another good point about the positioning is that all of the weapons are close to a powerup – the Shaft is beside the Yellow Armor, the Railgun is next to the Red Armor, and the Rocket Launcher is near the Mega Health.

Final Thoughts

Mash-Up Streets is a great dueling map and it certainly seems to have the potential for being used in competitive play, especially since maps like Galang and bliptourney managed to get accepted by leagues all around the globe despite their poor competitive playability. Method is also open to any suggestions for improvement, so give this map a chance and the community can only benefit from it.



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User Comments

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This map would be good for Splinter Cell, but not Quake.
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OMG gotfrag what are you guys doing?
it is like you put out great Quake 4 articles and then continue to feed us with crap
why is this map getting so much attention, 95% of the q4 community (as small as it is sometimes) hates this map, its an awful 1v1 map and will never be in any sort of competition worth mentioning. Sure it got 2nd place in a maping contest thats becuase all of the other entries sucked (i don't even want to think about katscradle)
review a decent map like foolsrun or ruiner or anything but this
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I favore this map. I have good control on this map. Thats why I love it
Zach " lostxp™ " Denmeade
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To whomever it may concern (gotfrag), .. take a look @ zacq4dm1 by ? and placebo effect by wviperw. Might actually be worth the time to review one of those as they both have received nothing but positive feedback from the q4 community, they are still in beta stages and while I understand its hard to review a map that isn't yet finalized, a map is never really final. In every game there are always changes being made to maps to make them more competition ready, giving these maps the attention they deserve NOW will insure that those competitive changes, if even needed, can be made in time for major competitions. Both these maps balance the rail gun nicely, if such a thing is possible, or come as close to balanced as possible. Placebo effect is probably the best map release q4 has seen yet imo. The gameplay on both maps is a step above the snail-paced play of most maps in competition at the moment. Take a look, and report back if you see what we see.
#phatfish
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Too big for 1vs1.. good for camping and if u have some advantage you are able to run away wherever you want, not good for me imho...

And i really dont like the textures, too dark...
Final Thoughts? This map is bad compared to others. I will never play it.
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GotFrag Prime!
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my quake 4 is broken
www.myspace.com/everybreath - ex_interp 0.01 > 0.1
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Map is very clunky, lacks fluidity. Especially the RA/Rail area.

This comment was edited at 03/07/2006 6:52 PM
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placebo effect has alot of potential havent actually dueled on it yet but I did take a look at it imo its way to easy to control weapons in that map since there are alot of spam points and every weapon seems to be in a trap spot. Not good for 1v1 imo the rail sure it would be great in the current spot. The map is wayyyy to dark thus can cause alot of confusion navigating through it. no real changes to pursue your close to a powerup such as a red, ya, mega etc. I would not count on placebo effect on being in any type of competitive rotation, same with mash up street. anyone who has played dm6 can just implement that strategy into mashup streets with slight variations and own people. ruiner is a great example of a great layout and a great map same with resurrection by tymon fools run is horrible mashlin I think 2 actual q4 players like that map :( new memories > fools run by far
IE 3.0 is the most stable mouse ever created......period
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I don't play Quake 4, so I'd have to rely on opinions from the pros on this map. I don't want it to be like Painkiller where there was only one map that was accepted to be "good" or "perfect". It's just more fun to watch a game where not everyone chooses the same map as their map to play.

interesting
[b]Gotfrag e-Sports HTML Formatter[/b] - http://www.gotfrag.com - #gotfrag
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nice job but... what happened to the cs articles?


starting to look like gotquake?

This comment was edited at 03/07/2006 9:28 PM
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#12 look at the front page like 1 out of the 5 articles are about quake...

its a nice looking map, but its too easy to get caught in every area on a post that doesnt need to be there.

what also really annoys me about it, is the ledge up on the same level as the MH that looks like you should be able to jump on to it, but its clipped off..

imo map design should always have the focus of being logical -- if it looks like you can get to it, you should be able to get to it.. if youre going to clip / block an area off, steralize it and make it a wall, instead of putting objects/platforms there

obviously this needs to be done within reason, and i love the 'illusion' of there being other areas (in the back ground) which you obviously cant get to, but in the map itself.. it has no place

if method could create this map he should be able to change it into something better. perhaps do a remake on everything but the centre. make some nice peak-angles and maby some thing that takes the fights more of ground. as far as i see now the rail is not the most affective weapon either its a badthing or its wery good. the rail can be a quick omback into the match after a death so i would rather say make it more rail friendly. now the longest range is...uhm... 10 meters:/
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Hehe when I saw this article on the front page I immediately went to the comments to see if others felt the same way I did and most of them were bang on ;)
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Nothing can save Q4 from its slow Death.
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the gibbing by drach is much better :P
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its all about lolol. the q4 amphi remake :p
20
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Just about everyone that I know of who plays Q4 hates this map.

O_o

This comment was edited at 03/08/2006 12:18 PM
EGLN Quake 4 - Broadcaster
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quake4 sux .
Chuck Norris once shot a German plane down with his finger, by yelling "bang"!
22
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And I quote:
"This map would be good for Splinter Cell, but not Quake."

"Just about everyone that I know of who plays Q4 hates this map. "

nuff said.
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Is this a joke? I've seen more visually pleasing maps in quake 2. Quake 3 maps blow this thing out of the water. Lawl. GG e-sports
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Too black? - -!
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I used to check gotfrag quite a bit for Q4 info hoping it'd take off, but lately due to reasons such as this article I remember to pop in about once a week. Seriously? Mashup streets?

And don't even get me started on billboards and ads in videogames, if we let that slide what's next? Game pauses for commercial slots?

Draw the line somewhere on advertising, if you let things slide they only get worse down the line.
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#25
Game pauses for commercial slots?

I can see that happening from a spectator viewpoint if esports ever made public TV.

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