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DM-Frame | | Map Info |
| | File Name | dm-frame.zip | Author | Tom Browett | Gametype | UT Deathmatch | Date Added | 11-04-2000 | File Version | 1.00 | File Size | 357 kb | Player Count | 2-8 | Map Description | None | Review Rating | 5 | User Rating | 5 | Overall Rating | 5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Twrecks | Overall Score: | 5/10 | Date | NC2 03-25-2001 |
Beam me up, oops wrong beam...
Another floating space arena map similar to that Q3 level I mastered in the demo version of that "other" game. DM-Frame, with its curvy arms and choice looking trim, weighs in heavily with the poly count. This alone will knock it out of play online and for many a downloader.
Basically, DM-Frame is a spcae station style map with narrow (too narrow) walkways and various platforms for the sweeping catwalks to connect. Also included are some swank T-Ports coupled with an activation mover to compliment the effect. What isn't apparent is the random T-Port when falling into space (it happens, see screenshot, you'll be looking at this alot). So instead of a quick death via a nitrogen/pressure zone, you continue to re-enter play from above. Just don't miss or your velocity will build to a suicidal rate. I got out of ths loop using my handy Translocator, however not every server allows these nifty possessions.
Once I figured out the low gravity and predicting Bot movements this map still was difficult to play beacause of the thin geometry. Frame rates took their bite by way of high polys and the only real flow was off into the surrounding physcodellic space. Indicators for Item placement would have been a welcome addition, but I guess the poly count was high enough already. Continuity of achitecture and textures keep the theme strong. The soundFX/music are well chosen and the Lighting appropriate to the setting. So all in all, if you think the gang-planks in Epic's DM-Peak are too wide, this map will be a challenge. |
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| | Map Comments |
| Bubb05 | Rating: 7 | | I think this map is good. It's fun shooting a rocket across the way and hitting someone off the walkways. UT needs more original maps like this. I think the warp after falling is a good idea too. It'll shutup the people who can't stand falling over and over, but it also penalizes you time wise.
| Jez 01-29-2004 01:12 PM MST | Rating: 3 | | Warp after falling? I fell off and got killed! Bad map by todays standards, just a curved wheel-like catwalk. So spartan there can't be that many polys? Oh well.
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