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DM-Velocity 
Map Info


 
File Namedm-velocity.zip
AuthorSpeve-o-matic
GametypeUT Deathmatch
Date Added05-28-2000
File Version1.00
File Size302 kb
Player Count2-4
Map DescriptionNone
Review Rating5.5
User Rating5
Overall Rating5.5
NC2 map imported without screenshot.
 
Review


ReviewerQualthwarOverall Score: 5.5/10
DateNC2 07-01-2000

Velocity: The rate per unit time at which an object moves in a specified direction. Kinda like what a missile does from a rocket launcher right before it makes minced meat out of you. It's also the name of this 2 to 4-player map by Steven "Speve-o-matic" Shmuely.


This one has low ploys in almost every spot on the map, except for a ledge adjacent to the shieldbelt where they hit about 200. Since the battle zone is confined, and since you and the bots spend almost zero time here anyway, it doesn't make much difference to the way the map runs. You spend most of your time either running face-to-face into bots in the hallways, or taking advantage of the multiple z-axis opportunities.


The author only used a few textures, but he trimmed out almost everything so it gives the map an appealing look. It is supposed to be some sort of military theme, but it has this billboard which seems out of place. The map doesn't really jump out and shout military to me, but I suppose it could be.


The bots were all over the place, except for the Udamage. The author used only ramps, so the action is fast-paced since bots weren't getting stuck on elevators or stairs. The item placement was fine in some places, still about half the map needed an item enema.


The lighting was basic white, with some lens flares here and there. The stars from the skybox shine above, and music surrounds you. No other sounds were included.


~End of Review~


For the author: I had the bots using the Udamage after a few minutes of tweaking your map. Too many path nodes were confusing them. I took out all the nodes that were in midair and only left a couple of nodes at the corners, and used the Udamage as a node itself. The bots knew to grab the damage amp and jump down without all those nodes in midair. Below is a thing I made up for path nodes, some of it applies to you, some doesn'tÖ


Path nodes: Most of this is relevant to every map, but some of it is map-specific. You want to cover your map with as few nodes as possible to get the job done. On a level surface, place nodes no more than 700 units apart. For stairs and ramps, no more than 350 units apart. Place nodes at tops of stairs and ramps, and at corners. Don't place nodes too close to walls etc, keep them out at least 50 units. You don't need nodes next to player starts, lift exits and centers, jump spots, inventory, because all these act like nodes themselves. If you have to make adjustments around corners, trouble spots etc, then you can add more nodes if you need to. Check your paths after they have been defined by going to View, Show Paths. Blue lines are best, but the bots can use red lines.


 
Map Comments


Shao
05-24-2003 03:19 PM MDT
Rating: 5 
Can you make better the that!?



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