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AS-Dunamis 
Map Info


 
File Nameas-dunamis.zip
AuthorEzKeel
GametypeUT Assault
Date Added11-15-2000
File Version1.00
File Size1.18 mb
Player Count6-10
Map DescriptionNone
Review Rating5.5
User Rating8
Overall Rating6.5
NC2 map imported without screenshot.
 
Review


ReviewerNahandAwe Score: 2.0/3
Date11-24-2003Build Score: 1.5/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 6.5/10

AWE: 2
So, the Necris finnaly got foot at our planet. In this map,
we, as a team, have to storm some kind of ancient city - now
deserted - ruled by the evil Necris from an unholy temple.
The "city" uses that marble-like textures found in Ancient.utx to
a great degree, though there's some places where they are not
aligned properly, and the buildings themselves are cubic and
generic from inside.
There's some eye-pleasing things like some plants here and there,
a library (hint at secret), and some statues made out of Unreal monsters,
like the the small Titan sitted down at a marble chair; as well
as the overall architectural work (at least from outside the
buildings).

That is the first half of the map. The second has you and team running
to get to the evil temple where ultimate objective is. This section of
the map uses more castle-like brown stone textures.
Since it's just a big mine field, it doesn't have any worthy architecture
to mention.
The temple itself is a huge construction at the far end of said
mine field. Textures are applied oversized to fullfil the imponence
of the building, that stands out, from outside. The interior, unfortunately,
is but a pair of defensive rooms to the outside, a few corridors, some
more rooms connecting, and the last main chamber where the idol (objective)
stands (and defenders ;) ), which is decorated with a pair of big
evilish faces. Nice.

Lighting could be improved. It relies too heavily in white/yellows.
The "city" has an afternoon/sun going down type of lighting/mood, but
a little more accentuation on this effect combined with better and
more varied lighting would have done wonders.
The temple is equally served.
Although the main chamber has a kind of dark (without being, got it? ;) ),
evil mood, the rest inside is just a practical solution. There's even
some corridors lit without source. Could have used some eerie, evil
light effects :( .

NOTE: the final Temple chamber seems to make use of FOG, blue. I, do
not know how to enable it, so it doesn't show in the pictures. Scores
given are NOT influenced by this detail.

The final winning sequence (yes, it's present) is done well, without errors
and all, but not that spectacular either. Average.


BUILD: 1.5
Brush-work fits an Assault map. Mostly funcional and square-ish, we get some
more elaborate ones here and there, like in the final temple chamber.

As for an Assault map, it has objectives, and they're all correctly displayed
in F3 menu, with images.

The map makes use of several types of movers to hinder your team's advance,
as well as teleporters. It's all working, but some elevators (that seem 128x128)
will kill-squash you if you're not exactly in the middle because as they go up,
they keep forcing up instead of going down. So, you can die very easily,
especially because they're fast and small. This does not happen a lot (in a
way that blows up gameplay) but, every now and then, you get your head near
your feet.

The level uses a UT default music. The ambient sounds are missing, however.
Except when inside the Temple, the whole level is without a sound. No wind,
no birds, no water. Nothing.


CAST: 2
As in any other Assault map, there's 2 teams and a set of objectives to
be fullfilled by 1 team, as the other tries and defend them.
And so, in AS-Dunamis we get 5 objectives + an introductory one for
context. The first 2 are levers that must be activated in order to make
some progress, meaning, open some closed wood-doors. The first is "hidden"
in a sort of alley, and offers good/balanced combat for both teams. The
second one, is located in a roof-top. To get to it defenders have to use
the catwalks, while the attackers pretty much have only an elevator to use
up, after getting the 1rst lever.

I have this "rule" for AS maps: an objective is a crucial part of winning
or loosing a map. As so, people should have to actually fight for it.
In some AS maps, we have objectives that are "given" freely. That is NEVER
a good thing in a map where we have to win/move on.

That said, the 2nd lever is a bit unbalancing, but nothing like the next
objective!
That, is a two steel-chain activated door (to the mine field area), that
your team as to destroy, much like AS-Mazon. A good thing is that up until
this objective, the flow runs good along the "city", making good use of the
existing buildings and map space, instead of a straight level structure,
a-lá Super Mario.
The problem here is that the attackers can get this done VERY easily, while
fallen defenders have to re-spawn in the same place and run for it. Again, the
attackers just have to use elevators to get to the upper catwalks. There is
one catwalk that is perpendicular (!!!),above and near the two chains, so
basically all attackers have to do is easily get there and shoot 2 flack
shells to each to proceed. Again, some easy objectives...

The mine field area and the temple are a little harder for atackers, especially
in the mine area, where there's no cover, and there's enemy snipers from the
temple and temple entrance rocket/flack wielding defenders.
Add to that the fact that a mine field is called that way by some reason ;D ...

Know, by this time, that the FPS are always good, maybe chocking a bit in
the bigger, wider areas like mineF, but nowaday systems will have nothing
to worry about.

BOTs... almost forgot. Maybe because they did their job just fine, on both
sides, and if less good, only maybe because some defensive map designing
"mistakes", like easyness for attackers in some points.

The item placement gives weaponry for attackers in good amount, and a less
bit for defenders, but these have some terrain advantages too so, even i
guess. Oh, and there's an InstaGib rifle... for the players that can find
it.



Last thing is: map is enjoyable for both sides. That is something that a few
AS mappers seem to forget.





 
Map Comments


Mr. Derp
11-12-2003 09:57 PM MST
Rating: 9 
this is a cool map! NICE AND BIG good balance of close quarters and big open areas. D/L it!

XepptizZ
11-27-2003 02:29 PM MST
Rating: 7 
Didn't like the flow, archi looks good but it's a bit overdone



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