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AS-Dunamis | | Map Info |
| | File Name | as-dunamis.zip | Author | EzKeel | Gametype | UT Assault | Date Added | 11-15-2000 | File Version | 1.00 | File Size | 1.18 mb | Player Count | 6-10 | Map Description | None | Review Rating | 5.5 | User Rating | 8 | Overall Rating | 6.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Nahand | Awe Score: | 2.0/3 | Date | 11-24-2003 | Build Score: | 1.5/3 | Review Schema | Cast 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. |
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| | 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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