DM-Terra][ is a map by Nivlek , modified by Kain. According to Kain, "This is a map from 'Return to Na Pali' (the unreal I mission pack) and all I have done is changed the pickups and a few pathnodes so it works with UT."
The map offers a combination of indoor and outdoor fighting habitats. The polys are low, framerates good, so the map plays quick. Carved into the rock are corridors, and rooms, and you have two main levels to frag on. Besides these, you can ride a lift up for a health keg or swim the depths for items. The map has so-so flow: If you only consider the individual flow of the upper or lower areas, then they each seem to flow fairly well. But long elevator rides, which take a little time, hurt the overall flow just a little, as does swimming around in the water. The map is actually very simple, mostly filled up with crates and plants.
There is rock everywhere, water, steel and stone. The whole place looks very study, as if it could withstand a few good bombing attacks. You'll see lots of greens and rusty browns.
The bots did pretty good, using the lifts like they should and going to wherever the nodes told them to go. The thing is, though, they never made the impact jump for the damage amp (neither did I) and bad pathing to the shieldbelt and a broken path to some underwater vials meant they were at a disadvantage. Consequently, the bots never made it to the belt, which was on a rock in the middle of the water, and when a bot accidentally fell on top of the vials into the water, it had no path out and was gibbed.
The item placement was thought out very well, but I would have liked to have seen the armor moved. You can take a lift up and get the keg, then hop on a light fixture, then over to the armor in short order. The bots didn't bother to do this, by the way. The shieldbelt takes time to get, which is a good idea, as does the keg. The amp requires you to take a hit from an impact jump and thighpads require a short vault onto a crate. If you spawn in a busy spot, you have a weapon close by, and if you spawn away from the action, you have to run a ways for a good weapon. The health was not overly done, so with better bot pathing, this map would have been more challenging.
The lighting was accomplished well. The light fixtures, light colors, light brightness, all were done with precision. The author added some ambient sounds, mover sounds, dynamic sounds, and music. There were waterfall-like sounds on the map, but no waterfalls around. Either some falls, or a sound change seemed in order.