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DM-Osiris 
Map Info


 
File Namedm-osiris.zip
AuthorRob Collins
GametypeUT Deathmatch
Date Added09-02-2000
File Version1.00
File Size308 kb
Player Count3-6
Map DescriptionNone
Review Rating6.5
User Rating7
Overall Rating6.5
NC2 map imported without screenshot.
 
Review


ReviewerQualthwarOverall Score: 6.5/10
DateNC2 09-06-2000

DM-Osiris is designed for 3-6 players, and sports an Egyptian theme. The poly counts are low, but a fairly large, open area could mean some lag if you have a very slow system. Chances are, though, the level will play fine for you.


The outdoor section of the map is laid out like a large rectangle. If you fight across the short part of the rectangle, it's a medium-ranged fragfest. If you go the distance and take up arms on a far end of the map, you definitely need one of the longer-ranged weapons that are provided. The map has some water, a high sniper post in a pyramid cutout, and a couple of monuments outside. The inside has a z-axis spot, and a triggered pillar, which moves up so you can get the redeemer. I found that you can squeeze in for the redeemer without doing the trigger thing.


An Egyptian map wouldn't be complete without Egyptian textures. So you have some. There's also the desert backdrop in view from the skybox. Hieroglyphics are everywhere, lots of block, sandstone, and some trim here and there.


The bots did fine, except in maybe two areas: they seem to ignore the thigh pads even though the author, Rob Collins, had this pathed okay. The other thing is with the pillars guarding the redeemer: There is a cage of pillars surrounding the thing, and I noticed a bot trapped in there. The sliding pillar had come down on a bot and it was jailed. I could squeeze through the pillars, but the bots didn't have it in them. The item placement was very good: Although the shieldbelt doesn't require a super jump, or something along these lines, it is right in the middle of play, making it a challenge to acquire.


The lighting was also decent. Since you're playing under a sunny sky, the lights outside are very bright. Some of this lighting seeps into the pyramid, and this looks about right, while the rest of the pyramid uses torches, appropriately enough. The author gave us some music, ambient sounds, and the movers get a little noisy.


~End of Review~


For the author: I think that the bots were getting confused in that redeemer cage, since the path node lines were trying to guide them right through the closed mover. Those two obelisks with the completely different textures seem a little strange to me. It just makes things look unbalanced. Some people see teleporters as a patch for poor connectivity. The ends of the map outside also don't do much for flow. The button for the pillar is scaled too high. People will not know that you actually have a trigger that moves it, and will be jumping to press the button. Other than that, I can't find too much to complain about.


 
Map Comments


valiant2  
Whoa, after making more maps I can't believe this one got a 6.5. I guess it could've been much worse though. I'd like more feedback from NC users though....so post some guys. - Rob Collins

Shao
08-12-2003 07:35 PM MDT
Rating: 7 
I will make a 10 because is a Egypt map.

haha!! lol , i won't.



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