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DM-Urban | | Map Info |
| | File Name | dm-urban.zip | Author | David 'DAVIDM' Münnich | Gametype | UT Deathmatch | Date Added | 10-18-2000 | File Version | 1.00 | File Size | 3.26 mb | Player Count | 2-4 | Map Description | None | Review Rating | 5 | User Rating | 6 | Overall Rating | 6.0 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 2.0/3 | Date | 01-29-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.0/3 | User Point: | +1 | Overall Score: | 6.0/10 |
And into my review requests falls yet another old Urban map, this one from a popular author however.
Visually, I like this maps Urban presentation. Its on par with Urban Area and Sleepytown in looks, but its city theme needs some work. Architecture and detail is enjoyable, though some texture choices are rather bland. I found this map interesting because most of the eyecandy came in the form of decorations; boxes, phone booths, tires, wooden planks, railings, lights, bricks, shelves, and hall-trimm. The architecture itself is quite basic in comparison. Most Urban maps have roads and such going through, with cars. But this is basically a group of buildings linked together through doors and broken walls.The place has the Urban look to it, but the theme seemed removed. This map does to Urban cities what generic tech maps do to Industrial complexes, it uses the theme as an excuse. This would have turned me off if this WAS a tech map, but since its much less common for it to happen with this particular theme, I didnt mind. I actually liked how David managed to convert this city map into a style that could stand in a lineup with his other (more industrial) maps and each time youd be able to tell he made them all. This is Urbania, David M style. The worst thing about the visuals, if I had to pick, is the lighting. David has certainly improved his lighting tactics since this map, theres actually *gasp* purple light in this place...
Gameplay and playability killed this map for me. The map has some moments of traditional David M gameplay hotspots, but usually inside the buildings and the insides are rather tight. The broad use of the detail I mentioned earlier really adds alot to be snagged on, you really will hit jagged corners throughout this place. Bots performed below average, they would pause at certain spots I noticed because alot of the items were placed sidewase on a railing or a step (cool, realistic, avoiding cliche ammo dump spots, but surprisingly problematic for bots in such a tight arena). The thing that really tossed my salad was the playability. The outside areas actually...lagged me. Anyone who knows my reviews know that it is very hard to get the Prophets computer to lag on a map, especially offline. The outside areas are practially unplayable in spots, it chugs badly during shootouts and there were some moments where I was literally playing a slideshow. Playing bots like this is pointless, dont even bother with Adept+. Ive played more detailed maps then this, MUCH more detailed maps, and have had less lag. I lowered my settings and it got better, but even still, the gameplay just isnt meant for traditional UT, the author noted this in the readme and recomended the map for TacOps or INF. Having played this map with such realistic mods, It IS true. The gameplay itself isnt downright dog piss and has promise for realistic mods, so I gave it a CAST score of 1, which is underaverage in UTs eyes.
The Prophets Verdict: One of the best looking Urban maps for UT. Its marred by lackluster playability and gameplay that just isnt prepared for basic UT frenzy fighting. I recomend you play this with INF, INF has a pace which fits this map well. UT is too hyper for this one folks. |
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| | Map Comments |
| Vertigo 01-30-2003 03:43 PM MST | Rating: 6 | | can be SOOOOOOOOO LAGGY!!!
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