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DM-Aquarius | | Map Info |
| | File Name | dm-aquarius.zip | Author | Homeslice | Gametype | UT Deathmatch | Date Added | 07-23-2001 | File Version | 1.00 | File Size | 911 kb | Player Count | 10-20 | Map Description | None | Review Rating | 2.5 | User Rating | 2 | Overall Rating | 2.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Qualthwar | Overall Score: | 2.5/10 | Date | NC2 08-19-2001 |
A water map that's needs liquidating. Flames and lanterns underwater. Texture madness. Underwater tunnels have way too many vials, and other goodies crammed together. There is also a large, underwater room with loads of ammo, but it takes so long to swim to it that's it's not worth the trouble. The short swim for the super shock is good, and the swim for the redeemer is maybe worth the trouble, if you're into big explosions.
~End of Review~
For the author: The first thing to consider when making a map is what type of gaming is actually going to be occurring. If you make a single player map, then long swims, flashlights, going trough traps, etc. is the type of slow, deliberate, calculating thing you want to be doing. However, when you're playing hardball (death match) you are balls-to-the-wall battling. Certain slowdowns are fine during DM, such as some time spent acquiring a redeemer, or the shieldbelt, but you mostly want to be firing away as much as possible to rack up points. The longer it takes to swim for ammo, the farther you get behind in points, which isn't worth the trouble. What winds up happening is only a little part of your map ends up getting used after people learn that some of it is just wasting their time.
I would keep the swims short, the vials to a minimum, and whatever does take a little longer to get to, make it worth the trouble. You should also think about what weapons are going to be used by bots. I had bots chasing me around with goo guns underwater, while I was shredding them with weapons that really worked in such an environment. Goo floats up and does nothing. Don't put vials, health packs, and good weapons all together. Forget about underwater flames and lanterns, and make some underwater light fixtures. They are very easy to make, and if you're worried about them not fitting in with the theme, I think the Crypt textures have some fixture textures that would pass on a map such as yours. |
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| | Map Comments |
| Plat | Rating: 2 | | omg what a horrible map
| |~{DC}~| | Rating: 0 | | I love the part where you drown
| Varpu | Rating: 2 | | Flames under water - not completely impossible. I've welded thick iron 10 meter under water surface....but that does not look like a torch. When do ppl stop sending this crap out ?
| PhoenixD685 | Rating: 3 | | owowowowow. this hurts even to think about.
| Homeslice | | Come on....it's Unreal Tournament. Aren't flames underwater possible? Look, I'm just a beginner, and apparently can't make a good map yet, but ya ever heard of giving people time?
| |LCN|Vaporizor 12-18-2002 05:20 PM MST | Rating: 3 | | Not the worst out there, but definately not the best. Too much water area, too much ammo, power-ups too close together (shield and amp), ugly, and too wide open. The instgib rifle is also too powerful in underwater maps. Slow moving opponents + wide open spaces + instant death = many easy kills. Good idea for a map, just not good execution
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