Author's Best
Homepage | Bal's Gibbing Lane
E-mail | bal@planetquake.com
Read the Bal Interview!
The first map of Bal's I had the opportunity to relish in was, incidentally, his first map. While Baldm1 was not the greatest map, it came close to having that 'quality' which makes good levels good. While the layout and design had some issues, this map portrayed a solid sense of visual integrity. Elements of architecture and texturing were detailed and well constructed. The map had a solid and rugged feel to it, and frankly, it looked damn good for a first map.
When Bal released Baldm3, I was shocked. The map is still one of my favorite levels out there, particularly for team play. It has room enough to rumble with as many people you can muster up. But furthermore, the map held onto that tight, detailed look I greatly admired. Combined with an amazingly detailed design that flowed beautifully from one area to the next, this map stood out far above the crowd. His next release, Baldm4, holds on to Bal's almost trademark detailing, but combines with a formulaic map design for something familiar, but with a character all of it's own.
Bal's next three maps defined his style further, and showed that he is capable of giving life to a DM match in an extreme manner. The weapon loadouts are insane, tons of lethal iron resides in every corner. The layouts are "open" styles, meaning that atriums are joined with a minimal amount of hallways, keeping travel time down. All in all, Bal has consistently made excellent maps, worthy of any collection. Best of luck!
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.BENOIT 'BAL' STORDEUR.
Dying Embers | 362k | 8-20-00 |
.bsp name: baldm8 Size: small Layout: open Style: metal Gameplay: intense Y/X Ratio: 1.5 |
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Open and original design (although similar to baldm6), with some excellent architecture. Level flows well, and item placement drives the map to intense finishes. Good variety in the texturing while sticking to a consistent theme. Bottomline: One of Bal's most playable levels.
Somewhere in the Vast | 2.6 mb | 2-6-00 |
.bsp name: reinc5 Size: tiny Layout: void/experimental Style: metal Gameplay: intense Y/X Ratio: 1.5 |
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Somewhere in the vast is a unique little piece that will keep you on your toes. Air control fanatics get your Nikes on, cause this level is your own little precious stone to polish with your enemies' underpants. Walls? "Who needs em" is Bal's words of wisdom. The outside of the walls of the entire level is open to the vast blackness of gibby demise, so watch your step. Bunny hopping will get you pansy jumpers no where, since the slightest blast will send you reeling into the darkness. Excellent concept that is well implemented. Ruthless centralized item placement and excellent connectivity rounds out this level's profile. Bal has something to be proud of here, a tricky design that works damn well. Shake, open, and enjoy.
Black Feathered Wings | 345k | 7-20-99 |
.bsp name: baldm7 Size: medium Layout: formulaic Style: industrial Gameplay: strategic Y/X Ratio: 1.0 |
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Baldm7 is the triumph of the Baldmx series. Taking bits and pieces from his previous designs, Bal has created something new and refreshing, both in looks and design, that will give you the willies. The death-from-aboving is simply spectacular and aided all the more by strong vertical connectivity. Features the typical Bal item placement of cramming in everything in abundance. Hell, there's no shortage of rockets to propel at your hapless opponents. Very sound map that comes highly recommended by everyone, including your uncle.
Scrap Metal | 277k | 6-17-99 |
.bsp name: baldm6 Size: small Layout: open Style: industrial Gameplay: frenzied Y/X Ratio: 1.5 |
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Scrap Metal is a ludicrous map, unjustly mad and crazy. Frankly I can't believe anyone would make such a depraved map. But hell, it is an absolute blast to play. Basically we have one incredibly complex atrium with a thin network of walkways running around its perimeter. All four floors are practically open to each other, lending to some sick and wrong rocket battles. The visual elements are quite a treat too, boasting some interesting texture work, angular architecture, and a smooth lighting flair. Scrap Metal is a twisted little map, but it is undeniably and thoroughly enjoyable.
When the Beast Prevails | 317k | 5-26-99 |
.bsp name: baldm5 Size: medium Layout: sprawl Style: concrete Gameplay: relaxed Y/X Ratio: .6 |
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Baldm5 is an interesting work. While not Bal's greatest, the atrium style developed in this level leads nicely into his following works. It is a progression for him. This mapped marked the turning point from a formulaic design, to a more open and intricate style. The visual quality is good, and different, but lacks a cohesive feel. The texturing fits right, it just doesn't feel right. Even so, the level holds its own. The layout causes sever internal bleeding to those it hosts, and leaves one with the faint memory of a bad hang over. Cool eh?
Eternal Life | 217k | 3-16-99 |
.bsp name: baldm4 Size: medium Layout: formulaic Style: metal Gameplay: strategic Y/X Ratio: 1.2 |
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Eternal Life clearly demonstrates that while Bal is able to come up with something completely unique and different (see below), he can also whip off a formula map just as good as anyone else, and better to some extent. Eternal Life carries Bal's gorgeous detail work, seen in his previous levels, into a smaller and tighter environment. The look maintains a sense of great artistic attention, and that alone makes this level great. I could also mention other things, like a killer design, some wicked fun teleporter action, and carnage geared item distribution, but I think I'll let you take a look for yourself. Believe me, this one's worth it!
Tainted Meat | 743k | 1-17-99 |
.bsp name: baldm3 Size: huge Layout: complex Style: base/stone Gameplay: relaxed Y/X Ratio: 1.2 |
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Bal scored big with me right of the bat with this map. He has managed to create an awesome large-scale map. There are plenty of 1-on-1 maps, or 4-6 player FFA's, but rare is the map the can accommodate 6-12 people, and accommodate them well. This map is crammed with more weapons, armor, rockets, and carnage than most levels can dream of, and it does it with a style all of it's own. The design consists of three progressively larger and larger atriums, connected by a maze of halls and lifts. While the level is confusing for quite some time, it adds a little mystery to the game. Try this sucker with teamplay and fight for the quad room, I doubt you'll regret it. This level kicks ass in every possible aspect, sure 'nuff.
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