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DOM-Killarena | | Map Info |
| | File Name | dom-killarena.zip | Author | Pagan | Gametype | UT Domination | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 1.22 mb | Player Count | 4-10 | Map Description | None | Review Rating | 5 | User Rating | 3 | Overall Rating | 5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Twrecks | Overall Score: | 5/10 | Date | NC2 05-27-2000 |
Other than the misaligned clouds in the skybox, clouds stretch with the wind. Annoying lense flares, I like a few, but a bit over used. If these lights were really that bright, this whole map would be awash in light you could frag by, and maybe add some more defined shadows where its called for. Good light adds depth, this map is shallow. And the light under the center steep ramps, where thou commeth from? Nary a lense flare there.
Bad choice of soundFX for lifts, texture implies chain rattle, And the two side lifts over the right and left control points come up alittle short of their target platforms. There's a door dividing the central building, Bad door, not Baaad, sky-city texture implies double doors, Two good, one Bad. Way too many weapons and Items scattered about, and the jumpboots, err antigrav-boots, enough already they don't help get anywhere and you end up wearing them when you don't want them. Instead of placing weapon/ammo combos everywhere, just bump up the weapons default load, and save the sprites in view to only a few. Else call it KillArsenal, Killarena is to much like Ballerina.
Flying catwalks Batman, the big central pillar doesn't give the long tongue depresser walkways any more structural integrity than the railings on the lower ones give a sense of safety. Steep spiral stairs in the corners, could have filled the corners, but no, the occlussion rate added by all those polys is nasty, not to mention the steps of repetitive textures looks more like a HOM. And whoa the polys in the central area soar around 400! chug! FPS suffered worse in the central area where all the action is. More than 6 bots and you're sure of some stop action game play.
Last, to get from one of the bottom/lower/close together/what-happened-to-equadistance control points to the way up in the spotlights middle of the crossing planks control points takes way too long, while after snagging this blister its only a drop down to either of the two stuck in hallway intersections. Map was typical Deathmatch Symetrical, do us a favor and make item placement symmetrical too, Guess the only clue which side/end you're on/in is by looking through the lense flares and seeing which way the clouds are compressing. Base right? base left? which is which?
Okay, it wasn't last. The round stainglass window decorations, why? its night and no sun shining through the red clouds to brighten them up or they're not really windows as they're not recessed like real windows and therefore decals or pretty pasty stickers to add some eyecandy to an otherwise monotonous wall.
Did I mention Bot play? Yes it's pathed, even with a few extra LiftCenters. Bots eventually will get everything that doesn't require jumping or Translocating to, like the Redeemer, the Keg-o-health, the shield-belt and a nifty sniper rifle on one of the stadium lights. Weeeelll, its bigger than a shoe box and I've tied its laces together to make a nice noose to strangle myself with. Full points to the Deathmatch its converted from, I wouldn't mind hanging out here as a DM map. As a DOM map, the control points can't be. If there's a corpse strung up from the catwalk, It's probably me (the only thing well hung in this map).
Now for the breaks:
FUN: I like sniping or getting head shots with the ripper, but with those frames. NOT!
PLAY: FPS eats it again, its gotta be fast, its gotta be smooth, if you want it to groove.
BOTS: They knew right from left, but without zoning around control points, NO support.
FLOW: Back and forth from right to left, and if you respawn high up grab the top CP then its back to right, left and don't stop running. Believe me if you do this you will win against bots, now against humans... Don't think so, won't be good for LAN or Online (FPS)
ITEMS: way too many. Looks like Oli North's been puking up Contra Arms everywhere. And I already have a pair of boots, Thank You. Glad I'm human so I can enjoy all the good stuff, might even say 'Dominating!'.
THEME: K-I-L-L-A-R-E-N-A, sounds Deathmatch, plays deathmatch. IT WAS A DEATHMATCH! ARCHITECTURE: Yes ladies, welcome to sky-city stadium. Tonites frags will generally be nowhere near the control points, and those big pillars... They're hallow, see the skiney floors the sit on, and the skiney platforms they hold up. And the stairs, nevermind.
TEXTURES: Forms say 'Tech', Textures say 'Castle'. Listen to your Architect. Plus for a screenshot and alignment/scale.
LIGHTS: AAaayyy! I'm blind! I looked at the bright lense flare and now everything is dark!
SOUND: wirrr? , chinga-chinga or even cha-cha-chunk. Listen to your mover textures. On the positive side there's music.
OVERALL: When first reading the name 'Killarena' I thought 'cool an Irish Castle' then I saw it and realized it was Kill-Arena, oh darn, the textures are sorta Irish. Most Deathmatch maps don't make good Domination conversions. Guess what... This map fits the rule. Listen, I'm only being cruel to be kind. If I don't point out whats what, no one is the wiser. If I'm alittle harsh, it's because I expected too much. Instead I got alot of items, alot of polys and no satisfaction. Basically your average map but with a good grip on Ued. I would suggest: start with theme, add playability, the rest will fall into place.
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| | Map Comments |
| ditariel 01-19-2003 11:37 AM MST | Rating: 3 | | This map, while it's functional, is only that. It's quite boring.
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