NaliCity
HomeMapsServersForumsMy NaliSubmitChatLinks
Sun, May 5, 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-Redheat2 
Map Info


 
File Namedm-redheat2.zip
AuthorMClane
GametypeUT Deathmatch
Date Added08-28-2001
File Version1.00
File Size1.62 mb
Player Count2-4
Map DescriptionNone
Review Rating7.5
User Rating7
Overall Rating7.5
NC2 map imported without screenshot.
 
Review


ReviewerVarpuOverall Score: 7.5/10
DateNC2 09-24-2001

This map is HOT. And it has some water and plants. You could use those components
to build up the Finnish sauna as well. This time, though, it is a somewhat more violent
thing we have in hands. It is a small botanical miracle how some of the vegetation can
survive here among all this melted rock and furious battle around.


The map has original looks and not all of this is coming from the custom textures.
The author has also demolished many barriers between different styles and has apparently
felt free to mix up different styles. Thinking about this, the result is amazingly
consistent.


The map offers decent amount of z-axis, close and even some long range fragging. In case You
have not downloaded this map, You should do it right away. Definitely worth the hassle and
time. I will keep this one.


The map is not entirely low poly and there can be seen several spots that have over 250 polygons
with their 380 nodes the average being around 120/200. This may introduce some lag on the slowest
computers but IMO the map is still playable especially because the node/poly ratio is not too high
and because the author has completed a decent zoning. There are some dynamic lights but they are
used wisely in closed areas and away from large surfaces. All the 5 PhragItSpawnpoints (prepare-to-battle)
are well placed and facing into good directions.


The bots do what they can within their inbuilt AI. The author didn't help them too much. Many of
the shortcuts down the ledges are missing so the bots simply take the long course down the ramp.
No ambushpoints not to talk about sniping.


The map flows really well. No dead ends and many convenient gaps for jumping over them.


The weapons and their ammo has been placed mainly by slapping them on floors. Their places are very well
thought out. The amount of firepower is suitable for playing 2-to-2. The same applies to health. The only
powerup, shield belt, is located on a bridge hanging over lava. Good thinking with that one.


The architecture supports the textures and the gameplay. Decent outside area with flowing lava and nice
looking rocks. Doing all this without using a single semisolid brush and still managing to keep the
node/poly ratio below 2 (1.89) is an achievement by itself. Making it play and look cool is another.


The textures are aligned elaborately. Some of the rocks outside are INTENTIONALLY left unaligned to
make is look more natural. However, the trim texture used widely in this map does look bad. Especially
inside, where it's scaling has gone too far making it look formless. Same applies to some of the roof
trims.


Lighting is well sourced and the produced light has tight relation to the source. Some (if not all)
of the light boxes are slightly oversized. This does not look bad as their glow has been brought
down to the limit of unnoticeable.


The map has a very rich sound environment and the music track, Phantom, suits well on the theme. The
sounds are all static and there is no echo setup.


To the author:


The bots are relatively good by just doing the normal pathing thing with lift setup and so on. However,
there are some more advanced techniques to make them fight like devils. You could have introduced some
more of the shortcuts down the ledges. There are some of them but more is required. Now it was too often
I got my frag because the bots were dumb on their moving. There could also be some ambushpoints to show
the bots where are the better hunting grounds. IMO, the light boxes could have had more glow on them,
now it was first in the editor I noticed them.... and I played the map at least an hour before doing that.


 
Map Comments


Halo14 Rating: 7 
Hmmmm. I suggest you d/l this one along with DM-Chimera, the themes opposite each other, making a neat little hot/cold pair. Not bad.

luna Rating: 10 
this map deserve more...

Mister_Prophet Rating: 7 
Hot to Trot, nice map:)

MoxNix Rating: 7.5 
Another very good looking high poly map. I give this one a 9 for looks (would probably be even higher if lava textures and lighting didn't all look identical), a 7 for playability and a 7.5 overall.

Dr3553d2K1L Rating: 7.5 
Great!! Muuuch better layout than the first. Not what I expected from a RedHeat2, but that's just me (thought it would be larger with more z-axis fights and looong lava falls like the first one ;)) Still very fun and looks great. Bots are a good challenge on high difficulty. I hope there will be another RedHeat. 7.5 (which is a good score to me)

darthnili Rating: 6 
Looks bland, everything too big-sized, lighing bland, layout ok

GodFather Rating: 4 
This map looks nice but the fun factor just isnt there when all is said and done.

Juno
10-19-2003 07:22 AM MDT
Rating: 9 
It most certainly looks clean and shiny and with so much beauty in my eyes it's hard to concentrate on the battle...

darkjaxx
10-20-2003 08:30 AM MDT
Rating: 6 
OkaY



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.