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DM-Megatomb][ | | Map Info |
| | File Name | dm-megatomb][.zip | Author | MegaFrag | Gametype | UT Deathmatch | Date Added | 08-21-2001 | File Version | 1.00 | File Size | 343 kb | Player Count | Unknown | Map Description | None | Review Rating | 7 | User Rating | 5.5 | Overall Rating | 6.0 |
| NC2 map imported without screenshot. | | | Review |
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DM-Megatomb][ by MegaFrag
AWE: 2.0 BUILD: 2.5 CAST: 2.5
ADRENALINE RATING: 4/5 RECOMMENDED NUMBER OF PLAYERS: 5-10
GNOME: If anyone has ever gone to any restaurant and ordered a coke with your meal...then you know you get unlimited refills for two hours. If any of you have ever seen the Simpsons...then you know that there might be such a thing as a bottomless pit. I suppose in a way, this map has a very appropriate name. This tomb is absolutely huge. Goes on forever...or does it? SAPPER: I must admit I was a little confused at first. Even more so now that I looked at the map in UEd and still can't figure it out. I guess if anyone out there wants to see what we're talking about, they'll just have to download the map and take a look for themselves.
THE STORY GNOME: The ancient Egyptians made a big statement for themselves. Between their extravagant tombs and the giant pyramids they constructed, it is agreeable that they always did things and thought things on a grand scale. The was nothing however compared to when scientist unearthed what could only be described as the unending tomb. Though never actually attempted, the scientists theorized that the ancient technology used to give the tomb its unqiue characteristics would be able to house Earth's entire population. There is however some skepticism amongst the ranks as people have been known to disappear on one side of the tomb and reappear on the other through no known means of teleport.
THE AWE FACTOR GNOME: This was an interesting map to say the least. Just as the Egyptians did, the author built big. Sprawling tapestries and other decorations and physical characteristics decorated this immense tomb. Theme was consistent throughout as was texturing. However, it may sound somewhat hippocritical when I say this, but there was actually too much light here. From the photographs, you can easily determine that there was both sourced and unsourced lighting and either those fires glowed unlike any fire I've ever seen or else the author just wanted to make sure you could see everything. In either case, the tomb feel got lost in the light. SAPPER: Someone cleaned up too. There was a speck of dust or sand anywhere to be found. What's up with that anyway?
THE BUILD GNOME: Originally, we had scored this a 3.0 but subtracted from that because there is no only a lack of sound, which might be expected in a tomb, the sounds that were there were unappropriate to the visuals provided. A pool of water, no matter how corrosive, should not bubble if there are no visual bubbles to create that sound. Everything else was above grade though. Numerous teleports quickly transported you around and actually added to the flow of the map, and after I got used to them used them quite frequently. Telefrags were no uncommon. No structural errors or HOMs to be found, which of course is always nice. And a funny little zoning trick I assume is what gives the tomb it's infinity nature. Passing through the lower portal you can see in the second photograph brings you all the way back to the other side of the tomb without visual interuption or teleport effects. SAPPER: I still think it's unnerving that you could travel endlessly in a straight line and still never go anywhere.
THE CAST GNOME: There was an interesting weapon selection at work here. During botplay, there was nowhere the bots didn't go and nothing the bots wouldn't grab. There is a redeemer somewhere in the tomb but I still don't know where it is. There are miniguns, flak cannons, rocket launchers, bio-rifles, plasma rifles, rippers, sniper rifles, and an ammo-based enhance shock rifle for instagib action whether you want it or not. Basically, you get everything. Given the design of the place I would have left out at least one gun...maybe the bio-rifle and the plasma gun, simply because the size of the place left out midrange skirmishes for the most part. You were either in each other's faces or blasting at your opponents from great distances. SAPPER: Wow, you've certainly found alot to say about this one. GNOME: And I'm not done yet. I quite enjoyed the placement of many of the weapons and powerups. Getting what you wanted gave you a sense of where to go. Nabbing the Flak Cannon would have you jumping down behind a teleport hoping that someone underneath didn't just pickup the quad and is waiting to frag you. Running after the keg and a rocket launchers (plural), would put you in the line of fire and have you rick being telefraged. All in all, the placement of everything equated well with the risk of picking them up. SAPPER: We of course played with our good friends, Articus, Kabraxis, Katherine, and Osss-10 Hunter. We're still not really sure what happened to Osss-10 today because he's usually the one picking us off from ten thousand yards away. His aim is almost always impeccable. It was good gibbing fun. I'd imagine playing with up to 8-10 people on this maps before it gets too crowded...but then I guess that's why all the midrange weapons were included.
OVERALL GNOME: Not the best map we've ever played but certainly worth mention. I'm sure the enhanced shockrifle might throw some players off of playing it who don't like playing with instagib...but otherwise it was surprisingly well balanced. SAPPER: I retract my statement from previous reviews. I'm not sure I really need to review crap maps all the time to have something to say. Look how much YOU have managed to say about this one. GNOME: Yeah well, my doctor told me not to drink so much coffee. |
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| | Map Comments |
| a nameless entity 12-16-2005 11:43 PM MST | Rating: 10 | | We've used this map in the redeemer arenas for years. It was always a fun map to play in for those who like to glow in the dark. :D
I have only played this map online with the redeemer arena mod. It earns a solid 10 for redeemer arena play easily. :)
| CyMek 02-22-2006 06:00 PM MST | | It looks like Deck16 with a few changes and an egyptian theme.
| Charon 02-22-2006 08:26 PM MST | Rating: 4 | | Deck16's partial rip-off, with poor lighting, lame details and almost anything new or original... Completely disagree with review. Build overrated again (only 0.5 lower than 1on1-EternalSands? how?). 4 for those few hours spent on editing it undet UEd.
Gnome and Sapper: Some advice... Don't rate maps basing on rule where you give a 3 at start and then you descrease score because of for e.g. "some lacks of sounds" with final build score 2.5. It would be better if you start with 0 and then add to the score thing you thing they're good. The best solution would be if you start to rate maps basing on some kind of quality level. 0 - crap, 1 - poor, 2 - quite good, 3 - excellent. You've got three partial scores 0-3 for each of main categories. All you have to do is to choose a quality-level a current map deserves. I hope it will help you in your work. Include some modifiers like score decreasements for rip-offs... //sorry for my terrible english this time...
| redfist 02-22-2006 10:26 PM MST | Rating: 7 | | Much better than a 4, sheesh, it has that cool warpzone fitted in there, great mapping really. Map is a tad on the big side but not too big. It's a classic map since it first came out, been on many servers too.Score 6.5 but .5 more for the warpzone.
| Ironblayde 02-23-2006 12:29 AM MST | Rating: 3.5 | | I have to agree with Charon. This is an Egyptian Deck16 with architecture that's utilitarian at best and lighting that's oversaturated and often sourceless, made by a mapper who seems to want to put as much as possible into his map regardless of whether it belongs there or not. With the UDamage, Shield Belt, Body Armor, and Redeemer, the original Deck16 already had lots of high-powered pickups. This map has all that, plus a second UDamage, invisibility, the Big Keg O' Health, and the bloody InstaGib rifle! Seriously, the item selection here is absurd.
I don't particularly like the WarpZone either. This actor should be used carefully, and in such a way that its unpleasant side-effects are minimized. This WarpZone is wide open, visible from far away, and has the Sniper Rifle on one side and the Shock Rifle on the other. All of these things encourage the use of hitscan weapons in the area, which is exactly what you shouldn't do, since hitscan weapons will not fire through a WarpZone. Also there's an ambient sound on one side that isn't replicated on the other, so the change is rather noticeable. All in all, it strikes me as something the author inserted because he thought it was cool and wanted it in his map regardless of whether it was appropriate.
Of course, others may disagree with me, but really, a 7.0 for this map is giving it way too much credit. Most of the things this map has going for it can be credited to the original author of Deck16.
| Gnome and Sapper 02-23-2006 12:36 AM MST | | To be honest, I didn't even notice the Deck 16 similarity. It's been awhile since I played that map. But I will definately try to put your advice into practice. Thank you.
| cooloola 02-23-2006 04:46 AM MST | Rating: 3.5 | | No reviewer in the right mind would rate this a 7. First of all it's a poor boring rip-off of Deck16 with warp zones and teleporters. Textuirng is horrid, archi is horrid, and lighting is below average. Item placement SUCKS, i mean two redeemers?! And two rocket launchers in the same room?! And those are just the main problems. This map is hardly even a 4!!!
| Nahand 02-23-2006 05:31 AM MST | | ... Gnome & Co. ...not to be picky, but the screenies *clearly* show Deck16 on them. An overall 6 or 7 rating (be it a Deck 'remake' or not) also seems a tad on the excessive side ;) ...
| GTD-Carthage 02-25-2006 04:37 AM MST | | An Egyptian Deck16 LOL
| Rakiayn 02-25-2006 02:37 PM MST | Rating: 3 | | I cant give this any higher then a 3 sorry
| Uncle_Bob 02-26-2006 12:06 PM MST | Rating: 3.5 | | Architecture is simple and blocky, texturing slapdash, often with textures not lining up or not fitting with each other. The lighting is indeed colourful but also sufferes from being inconsitant and unsourced as others have pointed out. Its not the worst deck 'remake' at least its not just the stock map with a couple of weapons changes, but its far from a good map. Actually the colours of the lighting seem to appeal to me, I just wish it had been executed better. The layout seems a bit confused as it seemed like decks17's layout duplicated or at least parts have been. so the flow wasn't up to much.
| Idren 03-03-2006 02:22 PM MST | Rating: 7 | | I'm a fan of Deck16, so I liked it.
| a_z 03-16-2006 04:52 PM MST | Rating: 5 | | i got incinerated in blue water......... i found alot of items......... lookie: enhanced shockie rifly........ PORTALS! the knowledge i needed to make a bottemless pit (6)
for that reason alone i give a 5. if it wasnt for that, 3
| cccdeathstorm 03-17-2006 05:11 PM MST | Rating: 6 | | i would have given it a 7, but i don't like the deck 16 ripp offs , soo a 6 will do jsut fine
| Jenna 03-18-2006 01:24 PM MST | Rating: 7 | | I kinda liked this map. Sure, it's slightly similar to Deck16, but it's still fun, even though I really hate InstaGib shock rifles...
| ThaKillaTwinz 03-22-2006 12:43 AM MST | Rating: 5 | | This IS a blatant Deck16 ripoff but it made for a fun game, and some parts of the map look really nice, but the slime and lava look horrible and there is an enhanced shock rifle so, eww...
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