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AS-Annihilation 
Map Info


 
File Nameas-annihilation.zip
Author]BMR[VorLoN
GametypeUT Assault
Date Added08-21-2001
File Version1.00
File Size5.49 mb
Player Count10+
Map DescriptionVersion 1.1 available!!!
Review Rating8
User Rating7
Overall Rating8
NC2 map imported without screenshot.
 
Review


ReviewerVarpuOverall Score: 8/10
DateNC2 08-25-2001

A very long and detailed assault map. Long journey, many targets and very little time to
do them all. If You like to play assault and especially if You do it offline mostly, the
map is a MUST TO DOWNLOAD. And, even if You don't do assault, this map just might make You
reconsider Your habit.


The main target in this map is to destroy a StargÂte which was built by an alien race
called Necris. To get rid of that thing is important because the Necris warriors use it to spread terror
all over the universe.


You start from what appears to be a collection of trashed cargo boxes. Proceed towards the cargo
area and do not skip the BKofH laying on the rock; You WILL need it.
After rushing over the bridge Your task is to open the reinforcement base door with a conveniently
located switch.
When the door has opened, You go to the center of a landing platform to send the coordinates
to Your mothership waiting in the orbit. When done, Your fighters will start an airstrike that
destroys the landing plate and along with that a door leading closer to the base itself.
The main base door is blocked but You can go around the base to the backside and go in from there.
Remember to destroy the wooden door to get Your group nearer the action. The way up there will be
long and the defense is far from dumb.
Once inside the base, You should destroy the panel that is used to control the port leading to the
core generator arrangement. Blow the panel off and the route down is free.
To destroy the core generator You need to deactivate it's cooling system. The control panel to do
this is down all the way. When disabled, the generator will explode so You better be away from it.
When the core generator is out of order, the main base door will automatically open.
Now, You should climb back the curvy way, enter the main base and activate the bridge using the switch
on one of the pillars. Once that is done and the bridge is there, You can run into the StargÂte
and finish the mission.
The epilogue is Your destroyer fleet escaping from the doomed planet which apparently explodes.


There is a lot to do and the time is very tight, only 14 minutes. And I'm pretty sure I forgot one
or two targets in my description. The right value here would be something like half an hour because
the score becomes tie too often with this setting.


The poly count on this map is not too high averaging to 100 and the tops being around 250. However,
the many triggers and movers are straing the engine from the other end. The result is that You should have
a medium speed (400MhZ) rig to run this map without lag. Low end gadgets will have some framerate
drops. The player starts seemed to work allright.


The bots navigate the level well. They also do a very tight defense and the attacking team can NOT complete
the targets without Your help. However, the defense could have been done a lot more efficient. There
are ambushpoints with sniping on but the distance view triggering is missing. This is especially important
on lower skill levels. Other than that, the pathing seemed to be in order including the many blocked
path actors which are essential in a setup like this. Very good indeed.


The map flows amazingly well. There are no cramped places except the secondary spawn room for
attackers. You will meet some blind alleys but they are there in purpose. Also, during the learning
curve the map is somewhat confusing at first. After a while, it straightens up.


The weapons in this map are scarce, especially for the attacking team. Also, there are no other powerups
available for the attackers than the Health Keg and invisiblity, which is hard to find (don't cheat
by looking for it with UED as I did). Conquering the base needs team work to be a success. Health is
also very scarce and You better memorize the locations of the med boxes and the few health vials.
There might be other items lurking around. The map is just too big to find them all.


Architecture is very complex and has required a lot of brushwork. Especially I like the shape of the
sniping towers. Certainly not a mixture of cubes, far from that. The action involved with each target
is executed with great care and I think Marco deserves a special one for those only.


The chosen textures seem to be in proper places but some of the terrain textures were left unaligned.
Aligning the terrain is never easy but the ground would benefit from more precise work here. The rock
textures are looking quite good although they are left unaligned as well. All in all, these do not
show up too bad and the rest of the surfaces over the more geometric shapes seemed to be exactly in
place and some of the texturing was done with great imagination.
The skybox is patchy, it has the Sun and the Venus there but man, these look bad. The speed
of clouds seems to be OK.


The daylight scene chosen to this map is hard to lighten up. Setting Zone light to value 200 is NOT the
right thing to do. It will light up things allright but You will loose all shadows as well. One should
try to cope without the zone light. Now the map contains many places that look plain just because of
this. Marco has the knowledge and skills to do this in the right way so my quess for doing it like this
is lazyness.


The sound setup of the map is very good. Many of the stuff around is producing sound and the sound is
often part of the item. Like the cage that has something inside. As it is emitting electric ripple
one assumes that there must be some electrical stuff inside. Nice interplay with form and sound.


The map uses two music tracks, Godown and Run. Both are from the original UT CD package.


To the author:


As You stated in the readme, the lighting in this map "sucks". You could try to use large radius
cylindrical lights to enlighten the outdoor areas. The zone lighting always levels things down.
Improving the lighting would make this map look a LOT better. Thanks for the great map !


 
Map Comments


nitin Rating: 8 
yep, definitely the best assualt map in months. If only the lighting was better, it would be there with the best. The gameplay is classic assault, although some of the narrow corridors tend towaads choke points. Still ,nicely done.

DocEDo Rating: 6.5 
My comp chokes on this one. Unalighned textures (specially on rocks) irritated the hell out of me. Too little time. The idea is not original at all. Too bad that the author was so impatient to trim the map. 6.5.

Ammo Rating: 4 
A good assualt map but one part needs more protection. You can get almost to your goal every time if you go the right way.

Mister_Prophet Rating: 6 
dear god the lighting! Would look beautiful if this was fixed.

X-0 Rating: 5 
Nice work on the geometry and events, bad lighting work, design could use work. It's a beautiful map, and shows a lot of skill in its creation. 1. Invisibility does not belong in an Assault map IMO, especially if you consider point #2 below...get invisible and launch over the wall=game over. 2. Team launches over the walls can trap the defense, attackers can make use of the defenders' teleporters to skip to the final, low walls mean that launches are too easy to do. It's a nice alternative from the spammy corridors, but it's too easy to do. 3.Double autocannons are bad enough, but you have to wait in their sightline while a bridge extends? (assuming the path underwater is guarded)

Sighter Rating: 9 
One of the best AS maps out there. The lighting's the only bad point about this map - and you can tell that the author has thought about this one as much as the other amazing maps out there. Download NOW

]BMR[VorLoN  
thx for feedback working on another version with improved lightning and gameplay!

Some 1 Rating: 6 
Is it me, or does the map benefit the defending team a little too much?

Satyrkarma
12-28-2002 02:59 AM MST
Rating: 8 
I couldn't win. I'm not used to losing Assault-type maps. It's a little too difficult for the attacking team.

TyFyghter
02-11-2003 08:12 AM MST
Rating: 3 
Hate this map, bad lighting + easy to defend...

{DS}~2nd-B07
03-28-2003 04:32 AM MST
Rating: 7 
Map was OK...give it a 7!!
Lights 3/10...can be jumpy but I liked it.(could B the best AS map I've played but I don't play AS that much..good work

Tekken Yoshomoto
03-31-2003 01:36 AM MST
Rating: 9 
I know some of you ain't gonna like my score, but please remember this is my opinion.
This map is good. Really good. REALLY,REALLY GOOD. Got good music, next to perfect layout, but the objectives let it down a bit. First time I played it I got really confused. But it is an all-round good map. I like the back-ground sounds too, something others games don't have, or don't sound to good. BTW I can definately handle the lighting.

Please don't be mean to me. This is just my opinion.
I'm D/L V1.1 as I speak/write

Nilash
03-31-2003 10:59 AM MST
Rating: 7 
Great design and exellent coderring.
But, i dont enjoy playing it. Its very big and alot of target to go too. The Bots are great and i love the movie in the end. Good work.

rauchster
04-28-2003 07:22 AM MDT
Rating: 8 
I really like this map, but I was thinking, and this is probably a foolish thought, but here it is anyway.
Why don't you take out the base, and use this as a deathmatch course?
I know it sounds stupid and is probably a bad idea, but I was thinking about it one day, and want to know what others think about it.
Lighting is the only issue, but everyone else already said something on that.
Invisibility is in the waterfall to the left right before the first objective.


{Linkin Park}Master
06-10-2003 02:51 PM MDT
Rating: 8 
did you say left or right? yeah too much light.

Shinobi Ryu
01-07-2004 08:05 AM MST
Rating: 9 
Oh, the sw33tness. One of my favorite AS maps. The objectives are clearly stated, the map's big enough to support everyone, good time limit, I'm a big fan of terrain/base map combos... All in all, this map is exemplary of what an AS map should be like. The lighting is too bright, though.

Sikness220
03-13-2004 10:26 PM MST
Rating: 8 
lights.....baaad doesn't bother me i like the dark anyways turn ur comp's brightness up if you have problems i've won this AS map about 5 times in a row on different diff. on both atk and def but i got to agree atk is hard and def is so f'n easy

Rating: 8 (ten but lighting is bad and the def team has way too much advantage)

Sicko Teddy
03-14-2004 12:57 PM MST
Rating: 9 
Good assault map. I don't understand, why up there, the screenshots are daytime lighting, with daytime sky, but on my computer it was a nighttime, with night sky!? (the brightness is on normal+other maps look the way they always were..)
despites that,
some defense spots like tunnels are way too laggy (for attackers) It gave me a feeling of AS-guardia hallways.
There is a biiiig troublespot...
one platform in the map is way too volnurable to hammerjumpers from it's right side! I could jump u[ there and get to teleporter to the main base and then to any objective I need!! HAve ever thought of those HAMMERJUMP attacks? This bring defenders into a real mess.
Other than that is a good map. Watch for those (lame tacktics)in your future map design.!


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