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DM-Symmetrical][ | | Map Info |
| | File Name | dm-symmetrical][.zip | Author | atomicshockwave | Gametype | UT Deathmatch | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 201 kb | Player Count | Unknown | Map Description | None | Review Rating | 1 | User Rating | 3 | Overall Rating | 1 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Qualthwar | Overall Score: | 1/10 | Date | NC2 11-12-2000 |
Just about everything wrong: No bot support, lights out of nowhere, spawn facing wall, bad layout, bla, bla, bla. Appears as though map was made so author could snipe bots. If that's your thing, get it. Framerates good. |
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| | Map Comments |
| nemises79 | Rating: 5 | | from the screenshot, it looks decent. but im one to dload only ones that are GOOD.
| Vertigo 02-18-2003 10:53 AM MST | Rating: 2 | | The great Dave Ewing makin so bad maps?
At least i can snipe...
| Mxtrmntr 02-19-2003 08:24 AM MST | Rating: 1 | | lol, the author isn't Dave Ewing; according to the readme's only two words, the author is "atomicshockwave". this isn't the only map supposedly being by Dave Ewing according to NC; there are quite a few others that were made by different persons.
the map itself is quite bad btw, a few cubes with stuff filled into them and corridors to connect them :|
| [[TDW-KkillgasmM]]] 02-18-2004 05:04 PM MST | Rating: 5 | | yea i thought it seemed a little wierd cos loads of maps are supposedly done by him and hav got really bad scores, y did this guy call himself dave ewing????
| Kyouryuu 02-19-2004 12:53 AM MST | Rating: 2 | | It's like the Alan Smithee syndrome.
Since the 1960s, the name Alan Smithee has been synonymous with movies that were either met with resentment by the actual director, or films that were so bad, no one wanted to credit their name to them. The gimmick is that Alan Smithee himself never existed, although some movie posters have referred to the nonexistent person as a director.
After playing DM-Symmetrical][, it's not surprising why the author had forged someone else's name on their work. An textbook example of a "first level" if there ever was one, lighting effects are non-existent, bots don't know how to traverse the map, weapons and obstacles are scattered haphazardly about, brushwork is uneven and sloppy, and the oversized map just isn't any fun to play.
A word to the wise: never release your first map or your second or your third. All these experiments and adventures in UnrealEd do is waste precious server space. It took me until my sixth or seventh attempt before I had a map worth releasing (DM-Ame), and even then there's a ton I know I can improve on. The trick is, don't release things you know aren't good just for the sake of releasing them. Take your time and produce something halfway nice, submit it to archives and get valuable feedback from your peers, and apply that feedback to your future work. Rinse and repeat.
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