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DM-007caves | | Map Info |
| | File Name | dm-007caves.zip | Author | Goldabar | Gametype | UT Deathmatch | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 348 kb | Player Count | 4-4 | Map Description | None | Review Rating | 5 | User Rating | 6 | Overall Rating | 5 |
| NC2 map imported without screenshot. | | | Review |
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Note: This is an old review, imported into our database. The original Caves is a tough map to play on the Nintendo 64 console. With its split-screen two-player mode, the scenery is stretched out to the sides, sort of like the Sunday comics on Silly Putty--an ugly, warped mess. And it is dark--virtually pitch-black in some areas. And whatever isn't black is greyish-brown, so it's plenty hard just trying to get around. I often found myself stuck on walls, not quite sure which way was up or down. Ugh . . . what a mess. If there's one thing Goldabar can do very well, it's pick out the right textures for a makeover. He absolutely saved the James Bond 007 Complex map from the rotten textures of the original, where everything is silver--walls, ceilings, and floors. But Goldabar went in and applied smart, organic-looking textures that changed the entire map for the better--made it something you'd actually want to play. And he's done the same for Caves. At least you can distinguish between the ground and the walls, thanks to Goldabar's player-friendly approach to texturing. Goldabar has taken obvious liberties while reproducing the layout of the original map. This I can understand. It would be terribly difficult, it not outright impossible, to duplicate the original layout without help from the actual designers of the Game Pak. Composed exclusively of rough, natural planes, the console version of Caves lacks the right angles of the other GoldenEye maps. How one could make an accurate reproduction of such a complex design without serious assistance is beyond my understanding. Certainly, I can't fault Goldabar for changing things around a bit. This is a very tight map. With any more than four players, things will get ugly--fast. Single-player games are intense and challenging; layout and pathnoding allows for bots to appear suddenly from above or behind, and the result is usually fatal. Multiplayer matches will be dominated by those who can best exploit the manifold intricacies of Caves' layout. But everyone will enjoy DM007-Caves. I guarantee it. As mentioned above, the Nintendo 64 version of Caves is a dark map. Goldabar's conversion, however, is not, except for one small area. While the additional lighting is a good idea, the map now lacks a certain physical tension enjoyed by the original. Because of the new, bright lighting, the lion's share of tension must come from the player's themselves, not from the map. If Goldabar toned down the lights, which are too bright in these underground caverns to appear realistic, the map would be all the more successful. As texturing is strong enough to keep players oriented in three-dimensional space, Caves can certainly afford deeper shadows. Or, as an alternative, fog effects--applied tastefully--would induce tension by reducing visability, and be all the more novel an approach. Kain uses fog in DM-007Temple to great effect. Goldabar can do so with Caves, as well. I strongly recommend DM007-Caves for rotation on servers supporting small crowds (six or fewer players). I also recommend it for fans of the Nintendo 64 GoldenEye Game Pak. It's a lot of fun! |
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| | Map Comments |
| isnipesnipers | Rating: 10 | | Caves for Goldeneye is a very Phad map. I highly recommend you download it. The Archticture is beautiful! The textures are very detailed but there is no lag whatsoever. There are also many hiding areas to camp. There are also many areas to snipe down on your oppenents but also vast area for total arena deathmatch. Of all 007 Goldeneye levels converted to Unreal Tournament this is the one to get!
| ||XaRUs|| | Rating: 5 | | I like more KAIN's Goldeneye maps !!!
| ~{DC}~Monkey_Man~ | Rating: 10 | | You must download this masterpice!!!!!!!!!
| tigerzuke | Rating: 7 | | Awsome! Why doesnt anyone convert the Goldeneye Cradle level?
| Shao 12-06-2003 09:39 PM MST | Rating: 4 | | Why you guys still remake this map for ut?! UT is UT , 007 is 007. So go play for it man!
| Mister_Prophet 12-07-2003 02:19 AM MST | Rating: 4 | | I have yet to play a truly righteous Golden Eye dm conversion to UT, mostly cus the gameplay style is so different that it is hard to get that area of conversion over to the UT engine properly, and of all the 007 conversion maps I've played the visual bit has been either identical or far less appealing.
The only map for the game I could see being converted over would be Complex (my favorite) but the scale and other layout bits would need to be adjusted for UT.
| redfist 08-09-2005 10:53 PM MDT | Rating: 2.5 | | round and round and round we go ware we stop ,hmm? this map could be a good layout if some things were changed around a bit. But the light here was so dang bright ,one hell of a lit up cave. This map could drive you bonkers so add like 6 bots and youl be able to manage. This level is soooo plain,but again with some modifications I think it could be a snappy good DM map.
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