|
|
|
|
|
|
|
|
DOM-Sequoia Forest | | Map Info |
| | File Name | dom-sequoia.zip | Author | Hedge-o-Matic | Gametype | UT2k3 Double Domination | Date Added | 11-05-2002 | File Version | 1.00 | File Size | 3.98 mb | Player Count | 8-12 | Map Description | None | Review Rating | 5 | User Rating | 6 | Overall Rating | 6.0 |
|
| | | Review |
| Reviewer | Qualthwar | Awe Score: | 2.0/3 | Date | 12-03-2002 | Build Score: | 1.0/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | +1 | Overall Score: | 6.0/10 |
You’ll feel diminutive as you stroll amongst the giant redwood trees of California….or something like that. Everywhere you look, there are gigantic trees towering overhead. You’d have to play this one for awhile to know just where you’re at in the forest, but somehow, I always managed to find my way to a domination point quickly. These points are rather exposed, even with all the trees, which means you have to fight and dodge bullets in open space as the enemy comes at you full force. This adds some excitement to the map, just in case you were relaxing too much and trying to become one with nature.
The bots work well, the item placement isn’t bad, and I’d say you would want at least 6 in the map. Like other 2003 maps I’ve looked at lately, it seems to be lacking just a bit. If I’m not running around on rolling hills on some recent maps, I’m surrounding by trees. What's missing? Some contrast. Maybe a gingerbread house, or a wooden bridge with a troll. LOL. Well, at least a good balance between nature and civilization. Perhaps that would defeat the theme the author was going for. Having said that, I do like the map, however. The peaceful feeling you get running through the woods is short-lived when a hot bullet goes ripping through your flesh. Bottom-line: The map looks okay and the gameplay is okay. |
| |
| | Map Comments |
| SpectralShadows 11-24-2002 05:39 PM MST | Rating: 9 | | This is the best DOM map I have played - it rocks!
| Magaera 11-25-2002 01:09 AM MST | Rating: 4 | | Bland. The terrain is basically a big open field; the hills and trees are just eye candy. They don't significantly affect the shape of team interactions or the paths between significant resources.Visually it's a disappointment as well. The texture usage is monotonous and the lighting too even.
| DaZ 11-25-2002 08:15 AM MST | Rating: 5 | | I have to agree, the screenshots look really good but are mis-leading which is a shame. The level is way to open and one of the DOM points is way to easy to defend because of this. Some suggestions tho for a 2nd version if the author feels like updating the map- Less open, get some more obstacles in there to block LOS and provide cover for attackers.- Get some more vertical fighting going on, perhaps some platforms around the trees like in DM-Tokkraforest would be a great idea.- Fix the treeline, when you look upwards it just looks really odd to see leaves hanging out of nowhere.- More variety on the ground also, try adding some pools of water in the lower areas, perhaps a waterfall or some structures, this would make the map much more interresting.Just my 2c
| Slack 11-25-2002 08:13 PM MST | Rating: 3 | | Spectralshadows is smoking somthing.This map is average at best. The thing is, not many user made DOM maps have appeared, but to say it rocks is an overstatement.The other reviewers have it right. Although the screen shots look interesting, No z-axis play, wide open, even lighting, and strange leaves overhead make for a less than Epic expereince.I'll add to this, the strange 'termite mounds' that are strewn about. Large pointy hills or spires of earth pointing skyward. What purpose do they serve? They look almost like tree trunks, so why not just make them tree trunks?
| Hedge-o-Matic 11-26-2002 12:27 PM MST | | Sequoia Forest was actually intended to be more like the Channelwood Age of Myst. You know, lots of trees, with a maze of paths and platforms in the branches above. After I got UT2k3, I saw that Tokara already did that, So i just concentrated on the "foresty" aspects of the map. As to one point being easier to defend, that's intentional. I want my DOM maps to be asymetrical (like it says in my readme). The map plays great with humans, though, as they use the trees more to hide, and all the different routes. SpectralShadows: Glad you liked it. It was a great thing getting positive feedback, as this is only my third publicly released map (first UT 2k3). Magaera: I'll agree that the lighting is a bit bland. It started out way too dark, however, and then got way too bright, so this is a sort of compromise. I wanted the main areas to be well lit, and the less-used areas to be darker. Go around the edges, and you'll see what I mean. Of course, with the compass on the hud (which I forgot about while building this map) such visual clues aren't needed. Also, I need to work a bit on bot pathing. They can chase you anywhere, but don't take the initiative with the edges as much as I'd like. DaZ: LOL. Yeah, the forest canopy is a bit strange. there are places where the meshes I use just sort of end, and the repeating leaf texture is a bit odd, if you just look up at it. I was kind of hoping people would just get a foresty feel and leave it at that, but that's sloppy mapping really. I'm going to try to make a bunch of different branch meshes to use. I actually deleted two small ponds; maybe that was a mistake (I was having trouble with the cubemaps). Slack: Those mounds were meant to be broken-off trees, perhaps felled by redeemers, and then softened by mosses and such. I need more textures to pull that off, though. Maybe some custom "fallen tree" meshes. And has a strange "reverse order" effect appeared on the ground cover for you guys? I've got to fix that!Thanks, guys. I've appreciated your feedback. At last, a place where there's some constructive crits! Hedge
| Sicko Teddy 12-16-2003 09:25 PM MST | Rating: 7 | | "MONOTONOUS LIGHSTS" - looks like that guy never been in forest in his real life... but to te author - " Don't be an A$$, add some GRASS ! "
|
|
|
|
|
|
|
|
|
|