NaliCity
HomeMapsServersForumsMy NaliSubmitChatLinks
Thu, May 9, 2024
Latest Additions
Latest Reviews
Latest Comments
UT Color UT UT2k3 color UT2k3
U2 UT2k4

NaliCity Mothership
65.39.251.19:7777

Search

-Game-

-Map-



Advanced Search

Menu



more...
more...
more...

Welcome to Nali City
Register | Login


DM-Officepark 
Map Info


 
File Namedm-officepark.zip
AuthorDon Sandee (Firewall)
GametypeUT Deathmatch
Date Added05-28-2000
File Version1.00
File Size736 kb
Player Count4-12
Map DescriptionNone
Review Rating6
User Rating5
Overall Rating6
NC2 map imported without screenshot.
 
Review


ReviewerQualthwarOverall Score: 6/10
DateNC2 05-27-2000

Don Sandee (Firewall) took an office complex theme and executed it beautifully, but, unfortunately, errors in the map hurt where it counts the most. DM-OfficePark has three main areas to it: An office building, a parking garage, and an open outside area separating the two. Unfortunately, as you run across the outdoor section and pass near the water pool, you fall into a BSP hole and expire. Don mentions one problem at the 'helipad' with an invisible wall, which turns out, is another BSP error.


The textures used were appropriate and helped to slip you into the role of an office employee who has gone berserk with a rocket launcher after too much coffee and stress from the boss. I do wish that the author would have used a different texture for the ramps of the parking garage, they are the same 'parking place' textures with the double lines as the parking spots are. In reality, the up/down ramps of a parking facility do not have parking places incorporated into them.


The outdoor areas were a little slow in some places, with polys reaching over 200 and causing the game to run about as fast as a one-year-old with a sore knee, but it was playable. The inside areas were much quicker, and a bit cramped. This provided a nice contrast for fragging techniques, and kept you on your toes. Elevators that take you to a couple of various floors were 'too cool for school' but I jumped down a chute and got stuck on top of an elevator with no way out but to kill myself. Another death trap I found, which only seems to affect bots, is the outdoor water pool (also nicely executed) where the water is too low for them to hop out. They'll swim around in there until you make fish food out of them. I also noticed bots getting confused near the elevators where they are supposed to jump down to the lowest office floor to get outside. Path nodes and jump spots improperly placed caused this to happen. Elevators were not tagged to correspond with the lift exit/centers, so this is a cause for concern. It also seemed as if the bots would stick on the helipad, but perhaps they were just waiting for a decent shot, or it was caused by the BSP error.


Item placement was very well planned out. None of this setting stuff any old place, but carefully placing just the right amount of items in all the right places. This technique seems to elude a lot of people.


Lighting was also appropriately placed. Light fixtures, lens flares, believable illumination, and great light/dark contrasting helped to create a nice feel to the environment. Sounds, wellĂ–..the only sounds I noticed at all were the sounds of the elevators cycling from floor to floor.


 
Map Comments


{Linkin Park}Master
05-17-2003 04:19 PM MDT
Rating: 8 
I think it would be a good ctf map if the problems were fixed.

Jez
01-05-2004 09:33 AM MST
Rating: 1 
Not another office map. Yuck!



About Nali City | Staff | Contact Us | Report an Error | Privacy Policy
Become a Reviewer | Review Schema | Stats

Copyright © 1998-2024 BeyondUnreal, Inc.


PHP/Coding by MassChAoS, Iridium, Varpu, and Yoda.

Website design by Olento. Modified by MassChAoS.

NC3 concepts and ideas by the NC3 community,
MassChAoS, Varpu, Yoda, Bangout, and Luquado.

NaliCity founded by QAPete.