DM-UrbanEgypt is just that: it's Urban, and it's Egyptian. I have seen maps where the author didn't execute a theme very well, but I've never seen a map that had two themes to it, with both of them done fairly well.
I'm not sure what to make of this map. It's made for 4 to 8 people, and plays well due to good frame rates. If you venture into one room, you see an Egyptian room complete with torches, candles, vases, water, columns etc. The next thing you know you're fragging in a warehouse complete with toolboxes, mortar shells, cars, and textures that suggest a warehouse. Then there is a room with industrial beams next to Egyptian sandstone columns. Truly strangeÖdifferent.
The bots worked for most of the map, but bad pathing keeps bots isolated in a small spawning room, and a lift that is setup incorrectly is never used by the artificial intelligence. I liked the item placement. I thought that the author, Devil Monkey (Sam Capps), did a good job with the weapons, health and ammo, and this helps to make the map more interesting.
Some places were lit up too brightly if you consider the location of the light sources, way off in some cases, but the author did add some subtle coloured lighting in a few places, which helped somewhat. No mover or ambient sounds, but there is music.
~End of Review~
For the author: For the author: It is really strange having two completely different looks to one map. I would try to stick to one theme, and do your best to execute your choice. Setting the textures on you walls to Bright Corners will get rid of the shadows in the corners that don't look quite right. Try adding some sounds for your movers, and maybe some ambient sounds, like maybe by the water, or some bubbling sounds by your slime pool. Add a small, invisible wall by your pipes so you can't walk right through them. Below is something I made up some time back to help people set up lifts properlyÖ
Setting up lifts: Place you lift (mover) on the map, do your thing with keyframes, then in the mover properties go to Events. Open that and in the Tag box put a name like: Lift1. Place lift centers where you want the bot to stand on the lift, and open the properties up. Go down to LiftCenter and open it up and in the top box (tag) put the same name as used for the mover, Lift1. Place Lift Exits where you want the bots to get off the lift, out a little ways from the lift so there is no interference. Open the property's box and look for LiftExit. Open that up and in the top box put the name Lift1. The lift is set up as a unit. If you use another lift, call everything Lift2, or something so everything corresponds to one another. Make your lift 'Stand Open Timed' so the bots know they are supposed to stand on it. If you decide to set your lifts to Crush When Encroached, make sure you put an Encroach Damage amount like 200 in the box so the bots will be affected. If you don't the lift will pass right through them. If you use a trigger for your lifts, and your mover is set to Trigger Open Timed, it's usually a good idea to open up the Trigger properties, go down to Trigger, open that up and find Repeat Trigger Time. Change the zero value to 2 if you want the trigger to repeat after two seconds, or 0.5 for them to repeat after a half a second, etc. This is just in case a player gets in the trigger radius after the trigger has already done its thing. You won't have to back up and trigger the Trigger again, and bots won't get stuck.