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DM-Trippledeck 
Map Info


 
File Namedm-trippledeck.zip
AuthorMaster_Tonnberry
GametypeUT Deathmatch
Date Added07-06-2000
File Version1.00
File Size754 kb
Player Count2-12
Map DescriptionNone
Review Rating6.5
User Rating7
Overall Rating6.5
NC2 map imported without screenshot.
 
Review


ReviewerQualthwarOverall Score: 6.5/10
DateNC2 10-18-2000

Like the name suggests, DM-TrippleDeck has three levels to it. The map plays well, has a few minor problems, but most aren't all that noticeable.


The center of the map is open. A centralized elevator and ramps let you run around here, and elevators placed outside this main arena help you to explore that territory. The map plays fast, so this might be a good online pit for the wolves. The outer perimeter of the map has some rounded hallways, which look pretty good even though they are bare, that allow you to loop away from trouble if your health is waning. The lifts are a little disturbing at times: you find yourself bouncing back down if you're not centered well enough. Large lifts would be nice, but might have ruined the look the author was going for.


The textures were pretty good. I saw room for improvement here, but there's nothing terribly wrong. The author, Paul "Master_Tonnbery" Fahss, made a cool skybox that you'll probably never fully appreciate, unless you take a stroll. The skybox has city buildings, streetsÖcomplete with cars (hovercars/jets), and palm trees.


The bots did very well: I did see a bot having some trouble jumping over some V-pillars to get to health vials, and the redeemer and damage amp seem vainly out of reach since there are no jump boots, or translocator support for them. The item placement, if you don't count the two aforementioned items, is thought out well. Long-ranged stuff was where it needs to be: same goes for short-ranged.


The author added some subtle colors. All appropriate, except for some reds under some catwalks. You can listen to a few sounds, and a custom music file as you frag away with about 10 or so players.


~End of Review~


For the author: Some of the floor textures could have been aligned better where you have the rounded spots with the weapons matching up with the square floor plan. The textures on the walls, like on the rounded walls on the perimeter, are not matched with the straight hallways. The slanted walls actually act as a hypotenuse. You can change the scaling of the textures to match them better. Those automatic doors can cause problems the way they are set up. If a bot starts to go through the doorway, then stops because it get distracted, but doesn't leave the trigger radius, the door can close before the bot goes through. They don't know to back up and try again, so sometimes they will try to mow the door down and not go anywhere. If you open up the triggers, by the way, I just use one in the middle with a large radius, and you go down to trigger and open it up, you'll see a setting for Repeat Trigger Time. It defaults to zero. Bump that up to maybe 0.5, and the door will reopen in a half second if the bot is within the radius.


 
Map Comments


Platinum[STS] Rating: 5 
ton has better maps

CowGod Rating: 10 
wussah? fuqsah?

Bot40
07-23-2004 06:45 PM MDT
 
Hour didn't lock this one :p

quillion
07-23-2004 08:11 PM MDT
 
idd :/



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