|
|
|
|
|
|
|
|
AS-Annihilation v1.1 | | Map Info |
| | File Name | as-annihilationv11.zip | Author | ]BMR[VorLoN | Gametype | UT Assault | Date Added | 11-05-2002 | File Version | 1.10 | File Size | 5.48 mb | Player Count | 10+ | Map Description | The update of AS-Annhilation, much better lightning, bots,.... (Shots from 1.0, to lazy to make new ones :) | Review Rating | 6 | User Rating | 7.5 | Overall Rating | 7.0 |
|
| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.5/3 | Date | 01-18-2003 | Build Score: | 2.5/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | +1 | Overall Score: | 7.0/10 |
The assault gametype for UT has been KIA for a long time now. Only a few loyal groups remain to insist the gametype owns all of us (Kinda like how Star Trekkies think Kirk is the coolest starship catpain ever, when all of us Star Wars fans know that Han Solo could kick Kirks inarticulate punk ass, even if he was frozen in Carbonite and without good old Chewie). And into my lap falls AS-Annihilation. After playing several rounds, I knew right off the bat that I was gonna get flamed for any review I could muster for it, but Ill try anyway.
This map is a fixed version of an older map I saw a long time ago. Even now, in its fixed version, I am so frustrated by its flaws because this is best potential AS map Ive played in years. The map could very well be a great AS map, but certain things need adjusting.
Visually, the map does its job...but then again it doesnt. One of the worst things about the original version was the lighting, and in this version the lighting is improved, but could still be much better. Most of the lights are white and NONE of the light cast from the sky matches the sky at all. Its nighttime, yet everything is daytime bright white. Hrm. This could be changed so easily, with the obvious talent the author has with architecture and everything else, theres no excuse why the lighting is below average. There is a decent shadow effect in one room, but that was the only decent lit area of the map. It pains me to see such lighting in an otherwise good looking map, I dig the terrain and texture choices. Even though the map uses RichRig, it isnt used as generically as it usually is. The map centers around a base on a red planet or moon (dont recall exactly) which is strange considering the level is very NOT red, but whatever. The base is populated by rivers, bridges, generators, and of course, crates. But the crates have some new features, a few of them, like one crate that is filled with what I can only assume is rain water. Architecture isnt the greatest to grace UT, but I have no complaints, with that lighting problem fixed this map would look rather good otherwise.
The basic premise is that the attackers fleet is in orbit and are waiting for the attacking team to go into base, disabling doors and entry points along the way, and hit some explosive switch that will blow the planet up. This map has alot of objectives to follow, and once the primary objective is reached, you still have to lower a bridge and escape to a shuttle before the planet blows up. If this sounds familiar, thats because it is basically the same idea behind AS-Athenosphere. The layout has the attackers start off in a remote outdoor area and requires them to progress down a canyon-like environment, going through depots, landing pads, security doors, ect. The map is executed quite well for a team based game, this is the kinda map where you HAVE to rely on teamates. Alot of AS maps can be handled by one fast and skilled player who slips past everything, but this map really stresses the need for teammates. Of course, this is difficult to realize because the bots are so crappy in this map. I think the author has to really re-plan the bots here. The bots just DO NOT utilize the maps potential at all. You are given like 20 minutes to complete the map. With my bot team pretty much useless the whole time, I managed to beat the attackers run in 3-4 minutes, my main obstacle being turret cannons. And when it came time for me to defend, it was rather pathetic. The opposing bot team never even got past the opening wooden plank bridge in the first section before the helipad. I simply used the bio rifle and rocket launcher to kill them all either when they ran across the bridge in groups (multi or monster killing each time) or came through the door and paused to shoot me. Time ran out and the farthest they got in that room was the foot of the helipad ramp, they NEVER even bothered going the alternate side of the pad at all. I wondered why this was so easy for my bots to pass, and it is because I wasnt on the other bots team. The bot defenses are quite poor, they are placed in bad locations and the really dont react well enough to be of much use. This map may be good for human vs human teams, but it should be fixed for bots in a future version.
The Prophets Verdict: The map is good enough for AS servers the way it is, probably the only good AS map released in a loooong time. But I wish the mapper would make one more update and touch up the current issues. With those things fixed, I would have enjoyed this map MUCH more. The closeness this map comes to being a better map frustrates the hell out of me since the errors are so easy to fix yet ignored. I urge the author to fix them, this map has some really irritating flaws that prevent it from being a solid Assault map. If the author ever bothers to complete this map, he can add two points to my score.
EDIT: Ive gotten alot of mails from people flaming me not because of this map review but because I said AS was dead. If you are gonna tell me AS is fully functioning in this community just because a few servers play old AS maps, than you can just stop sending me that BULL. Look at BU and even PU, the AS craze just aint there. WAKE UP. |
| |
| | Map Comments |
| LuiMo 12-18-2002 08:26 AM MST | Rating: 9 | | This another fantastic map from the author of DM-EternalDeath. IMO this is one of the 5 best Assault maps I`ve ever played.
Brushwork is superior, lightning is very good. Gameplay is awesome, only some minor problems. ( I`ve noticed that those cylinders in the endroom sometimes disarpear, but that doesn`t influence the gameplay at all...)
I`m looking forward to your future projects. Overall great job!
| C.Strife 12-27-2002 09:41 AM MST | Rating: 8 | | this map is very cool i'm going to download and enjoy!!!
| SirTahngarth 12-27-2002 02:59 PM MST | Rating: 9 | | looks great, plays great, built great, 'nuff said.
| TaoPaiPai|BUF 12-28-2002 12:32 PM MST | Rating: 9 | | this map is practically flawless.And very enjoyable.
| ]BMR[VorLoN 01-18-2003 03:00 PM MST | | Ok, many things to fix (I know that too :p), but remember: This map is one of my first, released over 2 years ago. ---> teh n00b map ;)
And Mr_Prophet: If you read the objectives close enough, you will understand why the planet`s red in the ending sequence.
| DocEDo 01-20-2003 01:33 PM MST | Rating: 7 | | This map is nice looking but has lack of interesting gameplay and is not that popular on-line. Kinda cramped.
It's too bad that this review is not done but someone that understands the problems and issues of AS gametype.
BTW Mister_Prophet, I think your comment that "assault gametype for UT has been KIA for a long time now" etc crap, is WAAAAAAAAAAAAAAY out of line. You sound like your brain is MIA?!?! Assault maps are created and played all the time even now. They dont get submitted here, but on Assault fan forums. Just get the facts strait or don't talk att all, ffs!!!
Keep it to yourself dude.
EDIT: Who cares about PU and BU? Most ppl there are DM and CTF players. There are MANY more UT related forums arround. Wanna talk assault? Go here: http://forums.utassault.net/
| BangOut 01-19-2003 02:39 PM MST | Rating: 6 | | "You sound like your brain is MIA?!?! Assault maps are created and played all the time even now. They dont get submitted here, but on Assault fan forums. Just get the facts strait or don't talk att all, ffs!!!"
OMFG PROPHET U R ALL-TIME MEGA FAG WHY DO YOU GET UP IN THE MORNING WITHOUT SHOOT YERSELF
| Shadowlurker 01-19-2003 06:34 PM MST | Rating: 6 | | erm, assult is dead. period.
| _GMotha 01-20-2003 09:16 AM MST | Rating: 7 | | The enterprise would devastate teh millenium falcon tho
| 640 02-04-2003 01:13 PM MST | Rating: 6 | | Well, I like and play assault. I don't care if its "popular enough". DM is an excuse to weapon camp.
Anyway, this is a great map that needs many more hours work from its author. Lighting.... Lighting... Lighting... DavidM is a butthole but he is right about lower saturations (seems his latest is bright white like underwear though). This map could look much better.
Having said that, I get the impression you have hundreds of hours of time put into this map. Assault mapping is the hardest shit, someone once said, and they were not joking... anyway, I would love to see the author put the effort into "finishing and polishing" this map to bring it up to speed ... Annihilation][?
If I could change one thing about this map I would reduce the time limit.
This noob rates this map at a 6, but I bet with 100 more hours work, it could be a 8 9 or 10.
This is a great effort, anyone interested in assault mapping should see this map.
| {Linkin Park}Master 06-10-2003 02:54 PM MDT | Rating: 9 | | a LOT better with the lighting
| Shinobi Ryu 10-06-2003 11:00 PM MDT | Rating: 9 | | Well this guy's got a few tricks up his sleeve, doesn't he? Here we have a map that is compeletely militaristic. An assualt on an enemy planet, with objectives that feel like a true military campaign. The mission is incredible, a nice flow of objectives that ties right in to the layout of the map. And on that point, the layout is awesome. Very lifelike, with a good cave structure. A good map to play with lots of peeps and loads of time. Props to this map, it has brought me much fun.
| Slippery Jim 11-26-2004 01:09 PM MST | Rating: 8 | | I rate this map better than the AS maps supplied on the original UT disc. I played it for hours and had great fun. The most fun I had was in trying to break into the defenders' tunnel complex and attack from within. The two ways I found were 1/ use your jack hammer to jump into the tunnel entrances above the helipad and 2/ same technique on the raised platform before the bridge. It is also possible to jump onto one of the boxes by the fence in the first compound where the attackers spawn. From there you can jump clean over the fence into the lake at the main base entrance!! (Watch out for the auto cannon, which are sometimes asleep but not always) From the lake you can backtrack across the grass towards the generator area and climb onto the "pipe" obstacle. Round the corner on the pipe you can jump in two stages and clear the fence to complete the objectives in this area free from hindrance by the enemy defenders. All the jumps need the jackhammers of course. Try wandering about on top of the walls/hills between the pipe and the bridge! Try jumping up through the windows opposite the pipe (above "main base entrance" gate) from either side to short cut the map! Then you can complete the rest of the objectives right to the final portal, while your 'bots are fighting the first stages. Once they break thru the wooden door, the match is over. Try going onto the bridge, as an attacker, with a sniper rifle to stop the defenders reinforcements arriving!
| Jez 01-18-2004 01:00 PM MST | Rating: 3 | | I play exclusively with bots. No fun to be had here :(
| Shao 08-19-2004 12:03 PM MDT | Rating: 8.5 | | try to put all your bots level into max.....
|
|
|
|
|
|
|
|
|
|