DM-WarUT holds about 8 botsĂ–give or take, and much of the level will pull the power out of slower machines. I could just tell people, "Well, buy a faster machine!" but 'Homie don't play dat.' I have to look at the minimum requirements on the box and ask myself are these people going to be able to play such a map.
You play a large, outdoor area with lots of polys if you're on the second floor of the buildings, plus dynamic lighting everywhere. If you are on ground level, things aren't too bad, but they ain't great either. With polys reaching 300, large, open spaces, bots doing their thing, this map is going to give a lot of you big-time lag. Don't say I didn't warn you. For the rest of you with your 4 PIII 900's linked together, here's what you'll see:
A bombed out shell of a town that has many two-story buildings for z-axis fighting. A couple buildings soar about three-stories, and this is where you'll find sniper rifles, and lots of lag.
The textures were a variety of "block" to give the buildings a different look. Fire textures were supposed to give some places the 'still burning' appearance, but this failed to work.
The bots did their thing, giving credit to the author, Rich Davis, for his work with path nodes. I did find one spot by a shock rifle with a broken path, and the bots would stick here until a friend of theirs came along and gently moved them with a flak cannon. Rich also got the elevator settings correct, so expect to see a bot sniping at you from high above. The item placement helped to make the game fun, good job on that!
The lighting was done right, except we really didn't need the dynamic stuff in combination with the high poly count. Fires burning in barrels gave some places a warm glow, and appropriately set light fixtures did the rest. The lifts all have sounds, and there's music. Conspicuously absent in an outdoor mapĂ–ambient sounds.
~End of Review~
For the author: I would say that 30 to 40 percent of your map is playable for slower systems. Not good. You really need to consider the slower machines too. Large, outdoor maps with high polys, bots firing away, and dynamic lighting is going to strain a processor so much, that a lot of people are going to delete this thing before the first game is over with.