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Review: Tentacle-Hunter's Maps: Series 1

Although not as good as I remembered it being, it's still worth playing through

Project information

Tentacle-Hunter's Maps: Series 1
Small Campaign

Main review

Last updated in 2004, Tentacle-Hunter's maps have held a special place in my heart. I guess I was late to the multiplayer scene, because this map pack was the first one I ever played online. It's made up of six maps, but it should be noted that at one point, Tentacle-Hunter hosted an unfinished seventh map on his server. The readme says that the maps were intended for co-op play, but they work just fine for singleplayer.

The swamp

Tentacle-Hunter's map pack starts out with the player in a small shuttle, in orbit around Na Pali. The engines fail have to be turned back on; the ship then becomes unstable, and you then have to teleport onto Na Pali's surface. There's no explanation as to who you are or why you're so close to the dreaded alien planet. The story itself was difficult to grade because, while it was inconsistent and there was no main plot that linked everything together, messages were well written and easy to read.

I felt that the gameplay was far too inconsistent. Sometimes it was outright unfair - there are tiny horseflies that are really hard to hit in the third map, and in the second map, there's a part where if you fall in the mud, you can barely move. It never seemed to get more difficult as the pack went on. Throughout the pack, gameplay would be easy, then get more challenging, and then go back to easy again.

The lake, home to the Leviathan

Architecture is fairly basic, for the most part. A lot of the time, areas tend to feel empty, with decorations used to add a bit of extra detail. Tentacle-Hunter deserves credit for not using any buildings from Unreal, though, and his Nali huts were well done.

Texturing is on the poor side. There are times when ice textures are used where they definitely shouldn't be - The Cavern of Cregor is one of the bigger offenders of this. A lot of the time, textures are completely unaligned. With that said, Tentacle-Hunter chose fitting textures in most other areas of the pack.

Technical Execution was solid. There were no game-breaking BSP holes, but there were a few visual ones that were easily noticeable.

Lighting was decent, albeit a bit plain. Torchflames are used constantly throughout the pack, and unless you have Shivaxi's Torchflame fix, you probably won't see them very often. The lighting was consistent, but that's all that can really be said about it.

The Well of Life

Ambient sounds were used well enough, but there were no dynamic ambient sounds that I ever came across. Music is used sparely, but to a decent effect. The music selection itself was fitting, but it never changed pace during fights.


Even though Tentacle-Hunter's maps suffer greatly from inconsistency and lack of a coherent plot, they're still fun to play through. It's home to quite a few impressive areas - the lake of the Leviathan and the shipwreck at the lagoon, to name a few - and it has an oldschool feeling to it that really works.

download links:*

*Note that only the Unreal Archive uploads are checked to be the newest and most compatible/stable download link.

Build (20%)
  • Architecture
    Imagination, realism and detail of structures used in the design of the level.
  • Texturing
    Use of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.
  • Lighting
    Lighting of the level: does it look cool? Use of light colour and other effects, and sourcing of lighting (no light out of nowhere).
  • Sound
    Use of ambient sounds and event sounds to give the level atmosphere, and the quality of any custom sounds. Appropriate use of music and silence to complement the atmosphere.
  • Technical Execution
    Technical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.
Cast (17%)
  • Conceptual Grandness
    Scale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.
  • Story Construction
    Backing story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.
  • Story Implementation
    Progression of the written story via the events of the level, and performance of voice actors where applicable.
  • Gameplay Awe
    Quality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.
  • Gameplay Balance
    Balance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.
Below average

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