|
|
|
|
|
|
|
|
DM-Unfetteredaccess | | Map Info |
| | File Name | dm-unfetteredaccess.zip | Author | Steve Keene | Gametype | UT Deathmatch | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 587 kb | Player Count | 10-12 | Map Description | None | Review Rating | 5 | User Rating | 6 | Overall Rating | 6.0 |
|
| | | Review |
|
DM-Unfettered Access (UT99)
The author of recent hits such as TheOnion and certain recent UCMP2 maps began his level design career back in the days of the original Unreal Tournament. This is his third map. A military outpost/industrial area that looks very similar all around and offers a bit of interesting gameplay, but still leaves a fair amount to be desired.
AWE: 1.5
The cement bunker-style buildings scattered and joined together throughout the map seem to all share the same textures. Although misalignments are not much of a problem they are present. However, despite clearly purveying a clear sense of locale, they make each area of the map look like every other area of the map. So although they are used well to delineate architecture, they are too consistent throughout the map. The lighting leaves a bit to be desired too. There are some color variations through the map, but it does not contribute to location fixing whatsoever. Like the textures, the lighting is too consistent for its own good. On the other hand, nothing's overbright or oversaturated, nor too dark. However, the author did not source the lighting at all. All the light actors are placed in the middle of the playable areas. And I can't conceive of how he lit the tunnel system - there are no light actors, nor is the zone/ambient light set. Despite this, the map is lit adequately, although purely functionally. The architecture is boxy and bland, and also is too consistent throughout the map. The various architectural elements sometimes don't make sense, like the many stairs that have no support. Some features are trimmed nicely, others not at all, but seeing as the map as a whole is boxy, the lack or trimm is not something that drags your eye away from play.
BUILD: 2.0
The build is not too bad overall. Most of the brushes are aligned to the grid. The movers work fine and have appropriate sounds attached to them. The meshes are integrated well into the geometry, and most everything fits together fairly well. The total lack of ambient sound is a disappointment, as is how the author effected his lighting. Areas are appropriately zoned so FPS is not a problem unless you're on an old machine looking down the length of the map. The botpathing is good overall with the lifts pathed properly and Xloc support for the bots was also included, except to one of the kegs of health and the sniper rifle. In general, the author, at this stage, is confident with the editor and knows how to put things together. But some of the more subtle build options are lacking, and the lighting is a bit of a mystery.
CAST: 1.5
Despite the lacking visuals, the map does have a little fun gameplay to reccomend it. There's plenty of z-axis to go around both inside the buildings and out. Unlike most maps where a series of semi-seperate buildings cluster around large open courtyards, the author had the foresight to allow space around the edges of the map to run around and stay out of sight of snipers. A good sniper will rule the center areas of the map which is one of the downsides of the map. If a sniper gains access to the sniper/Keg of Health location, they can be difficult to get down. Also, because the center is so large and open, hitscan will rule this section of the map. The author did provide many niches, doors, and windows to duck into, but these convey the risk of jumping into the tight, somewhat cramped interior areas and becoming instant flak-fodder. The balance between hitscan and splash damage areas is good overall, but they're each concentrated around each other which leads to a very 'either/or' gameplay situation. Either you'll own outside with hitscan, or you'll own inside with splash damage. Add this disparity to the 3 shield belts, 2 kegs, and 2 redeemers, and the gameplay becomes even more bizarre. The most positive aspect of the gameplay is the many ramps, stairs, and z-axis opportunities that present around the map. Hinting at future layout development in maps later on, the physical gameplay forms work fairly well. Finally, the sewer area composing the lowest area is almost redundent and annoying to play in. Most of the bots I met down there had the RL, which was annoying to constantly run into in the tightest area of the map. Add to that the ascension points which are difficult to find, and the sewers almost become purely a deathtrap. There is some fun gameplay to be had on the map but its twisted with the wonky weapon layout, large quantities of super pickups, and clear disjointment between hitscan/splash damage 'zones' of the map. Also, beware the jumpboots because if you just just above the highest roofline, you'll die.
A popular author's third map shows where he's come from both in terms of the rudiments of his future popular layouts, and also in terms of mistakes made in the past that he has learned from. For a third map, it's not too bad overall. I'd reccomend a download to see the humble beginnings of a now respected author, but it's not a must-download for the gameplay or visuals. |
| |
| | Map Comments |
| KainDaMan 06-07-2004 12:17 PM MDT | Rating: 8 | | The map is better with more people on it. I hope you keep it up in the future.
| redfist 12-24-2005 12:06 AM MST | Rating: 4.5 | | Nice map,good fighting,the only thing wich brings it down big time is the killzone outside above your head,bad bad bad,so I would say about a 7 for this map,but with that killzone 4.5
Still a good map though,redo this one for ut04,it would be a good one to redo. ................................................. Cool, a Review on this level! this map has several types of fighting skirmishes going on. Fast,pegging, and some zaction, but that stupid killzone really was a life learning expierince, hehe.
| Luv_Studd 12-23-2005 04:39 PM MST | | ah the days when maps were maps and men were nervous. ;)
I am downloading this just to see what I was possibly thinking back then....
Thanks AV for posting the review.
| Sir Xavius 03-30-2006 04:41 PM MST | Rating: 6 | | Good duck-and-shoot, but your back is never safe. I wouldn't play it with more than 10 unless you like total chaos. Me, i like to establish my territory, and defend it, but this map precludes that to a large extent.
I wouldn't classify this as a City Map, but more as a backyard map. The bots WILL wait to snipe at you (i don't mean verbally!), you WILL get chased down, and they WILL get the goodies.
Simple but unpredictable design, excellent lighting, and full bot pathing. But please, GET RID OF THE KILLZONE CEILING!!
|
|
|
|
|
|
|
|
|
|