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DM-UTKombat 
Map Info


 
File Namedm-utkombat.zip
AuthorRob Collins
GametypeUT Deathmatch
Date Added09-09-2000
File Version1.00
File Size159 kb
Player Count2-2
Map DescriptionNone
Review Rating6
User Rating5
Overall Rating6
NC2 map imported without screenshot.
 
Review


ReviewerQualthwarOverall Score: 6/10
DateNC2 09-13-2000

DM-UTKombat works with three players, give or take one. It might be a nice candidate for you and another gun-slinger to try online.


The map has an industrial theme, so you'll see a crate or two, some beams, and a smoking electrical panel that was obviously shorted out by the heavy downpour of rain outside. The place is small, so the one z-axis spot will take care of half the map or better. A ramp and a lift gets you above the action, while a short leap without a health penalty brings you down to earth.


The bots have a few challenges, including the lift, and defense points that they will use. But the lift is troublesome to them: They will run under it while it is up and churn into the wall until they are pounded on the head when the lift returns. Then they do it again. I also noticed them doing the elevator mambo at the top of the lift cavity, dancing back and forth. But they do use the lift successfully, just not as well as they should.


I like the item placement with this one. There's a flak cannon, shock rifle, and a bio globber. The bio was placed up high, just where it needed to be. The extra height advantage allowed you to fling green globs about anywhere you wanted. The flak was in a more confined spot (good) and the shock was in a spot where you had some range to exploit it. A damage amp is on a beam, but no boots to get up that high.


The lighting was pretty good, but a little more color might have helped. The author, ROB COLLINS OF VALIANT, made very subtle colored lights, but they seem a little too subtle; they're almost white. Lots and lots of sounds, and some music.


~End of Review~


For the author: 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.

 
Map Comments


valiant2  
C'mon people, give me some more feedback. - Rob Collins

Platinum[STS] Rating: 4 
i used to think this map was cool, when i was incredibly bad at mapping, but now, i dont like it. Many simple brushs, bots arent that great, huge truck in the distance doesnt look right, the rain texture is upside down, many things that could have been so much better.

AlphaDMF
07-08-2003 05:48 AM MDT
Rating: 7 
The Texture for the rain is for some reason stuck like that, and you cant rotate it to correct the problem. Use Paint shop pro and edit the image.

Thankyou Darth_Weasel, ill keep that in mind for my upcoming DMF Mansion map :)

darth_weasel
07-07-2003 09:12 PM MDT
Rating: 5 
you can fix the problem with the upside down rain texture, you just set the pan speed in the zone info to a negative number

Aquarius
07-08-2003 08:36 AM MDT
Rating: 7 
Nice little map, i like it =]

Mister_Prophet
07-08-2003 10:26 AM MDT
Rating: 4 
Never got into it, too bland for my tastes, and I'm dead sick of those UTech brick textures...

Ragnorock
07-08-2003 02:09 PM MDT
Rating: 5 
Tis a o.k map

[morpheus]
07-09-2003 02:46 PM MDT
Rating: 4 
You call this above average I call my motherboard cabbage.



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