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DM-Arumbar 
Map Info


 
File Namedm-arumbar.zip
AuthorRaimond *Dutchrai* Kuhlman
GametypeUT Deathmatch
Date Added02-20-2001
File Version1.00
File Size792 kb
Player Count4-6
Map DescriptionNone
Review Rating8.5
User Rating7.5
Overall Rating8.5
NC2 map imported without screenshot.
 
Review


ReviewerFuzzBusterOverall Score: 8.5/10
DateNC2 05-11-2001

Ahh the sweet smell of roasted flesh .. You'll find quite a bit of that here in DM-Arumbar. It's a tad smallish, and the author recommends 4-6 players although it will seat 8 comfortably.. any more than that, and the carnage just gets too intense. Good for 2vs2 TDM though.


I've always been big on traps and tricks, as many of you who read my past reviews know (like those in the Unreal 1 maps DM-DropZonev2 and DM-AdrenalineOverdose) however this level is a bit more subtle in that regard. The twisty little maze that makes up the tight-fragging architecture here, has some turns and dead-ends that end in drop-offs ... landing you in a nice comfy pit of lava. They aren't large or difficult to avoid, nor are they everywhere, so unless you're simply not paying attention (which can happen often when the fragging gets intense), play here will require of the player a darned good sense of spatial coordination. There is a certain diabolical sense of subtlety in this, and I can readily appreciate a good subtle trap. :-) It can be annoying, true, but it's not nearly as bad as those maps you can constantly fall off of that drive us all to distraction (DM-Morpheus, DM-Faith, etc).


Architecture is nice here, not too much nor too little, but nice attention to small details. (see the screenshots) No simple room/corridor/room/corridor, here. It's quite a maze, actually. Some good z-axis action, albiet tight, in some areas. Also another nice architectural feature would be that you can't translocate up to the roof, but the map does extend visually past that point (something I've always liked) -- adds a certain sense that there's a bit more to the place than what you can see.


The Damage Amp, being somewhat farther away from the action, and in a dead-end corridor means you won't have players grabbing for it constantly (although there is a spawn point nearby). Even if you DO grab it as you spawn, you'll still have to run a bit to get a weapon of enough caliber to abuse it, or to get back to the rest of the action going on. A well-thought-out touch.


Texturing is also well done, although I thought the stone flagging on the floor looked a tad cartoonish, however you'll not notice this too much while playing, being too busy dishing out the punishment and watching your step. :-)


Bots go *almost* everywhere and get *almost* everything, with the sole exception being the sniper rifle, which goes strangely un-used.. I would have expected such a lovely nest to be camped by at least one bot in the match. Near-perfect, but no cigar, Raimond. soooooo close though :-)


Weapon placement is darned good as well, though there were some ammo caches I thought a bit incongruous, or perhaps better moved a bit farther from certain powerups (like the rocket packs right next to the shield belt). I prefer a bit of mix-and-match myself.


Lighting? Lovely. Raimond's 'sunlight' is used to great effect here, casting shadows and light through the various ceiling fixtures and other architectural details placed around the map.. nice touch of realism for a tight map such as this. Flames cast their own light, the lava pools also reflect a 'glow' on the surrounding walls, and all in all I have very few complaints. None, in fact. hehe :-) This level is a great example for newbie mappers on what to do with your lighting.


The map itself almost seems like an abandoned Quake design that's been re-cast for the Tournament. heh. Very visually consistent, and solid throughout. I kept expecting some of the bridges to creak as I ran over them. Sound however is also well done, generally, and pretty much everything is appropriate, subtle, and adds to the realism levels.


Flow is very tight, considering the maze-like qualities of the map, but is somewhat hindered by the traps and the architecture; However, once familiar with it, you'll really enjoy it, I think. At least, my clan-mates did.


Playability? just great. Not a shred of lag anywhere, even on my ancient VooDoo 3.


Definitely a keeper, as far as I'm concerned. Download it, host it, enjoy it. 'nuff said. Outstanding job, Raimond. Keep 'em coming!


 
Map Comments


Platinum[STS] Rating: 6 
too many square brushes

AeroBLASTER Rating: 8.5 
shut up square brushes are realistic, structures especially like this on are MADE of squares I hate to tell you. Human architecture (and most anything made by humans) isn't all that curvy. Nature, on the other hand...

garrett Rating: 6 
average map, some odd lighting ...too cramped for me textures look weird in places too...overall i agree with plat

Varpu Rating: 8 
Sniping is THE method for the bots. Propably, when done that for hours You get tired on headshots and start to play. A very good map indeed.

Fluffy Rating: 8 
Like it! Runs good on my pMMX 233 with 3D Blaster Banshee! Very good job! http://www.geocities.com/iandevos

Steve Keene Rating: 7.5 
I like this map's lighting and simplicity; nothing fancy attempted here, but it's got a good feel when playing. No, not my hand ;P

_UE_Hunter Rating: 7.5 
Its not bad. I liked some of the lighting. Interesting textures.

CowGod Rating: 5 
ok mappage.

{ReX}Tapsa Rating: 9 
I think this map deserves a 9. It has ns textures and excellent flow. Fun to play!

REeeE{FDOC} Rating: 9.5 
This map rocks. I wish it were on some servers I play. I thought the layout was fluid and promoted fast hardcore fights in bot enclosed areas as well as open areas. I was impressed wht the z-axis figting as well, a lot of thought went into its construction. I docked a 1/2 point for a poor framerate I got in the room with the shock. (It is the most open room in the map) But my pc sux (566, 128 ram, 100 bus, 128 rage pro 32mb card) so it tends to get eaten up in certain situations. But hey, this map is great and is in my rotation, highly recomended and up there with Kabusoi, Empowered][, and Krunundra. REEEEeee

DjRaziel{J} Rating: 8.5 
OOoooooooh....yess! This baby rules! The gameplay on this one is excellent for a four on four LAN deathmatch. The only thing i didn't like were the items. Too many power-ups on this one. Anyway you can always turn them down with the mutator...

Messala Rating: 8 
Overal a good map, some areas could use work but very enjoyable all the same, lighting looks great.:)

Jez
01-23-2004 07:50 PM MST
Rating: 5 
What's with all the high scores? You guys sound deprived. There are far better maps on NaliCity.

Smeerkat
01-24-2004 04:13 PM MST
Rating: 9 
I have played this map online, very nice. You know, there's nothing wrong with square brushes.

tim*****
01-24-2004 09:52 PM MST
Rating: 7 
Hmmm... sweet archi...great flow, even on my peice of #2 compac 233!!!...I absloutely OWNED very level on the 1 st 2 passes...when i got to peekin, well, lets just say...nice map...

Agent X
12-20-2005 06:12 AM MST
Rating: 7.5 
Good map, interesting layout and nice contrasted lighting. The layout is a bit different than most, but it works in it's own unique way. The only thing I didn't like was the weapon placement, the weapons weren't really in the flow of the map.



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