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DM-Abandoned Factory | | Map Info |
| | File Name | dm-abandonedfactory.zip | Author | Siffer | Gametype | UT2k3 Deathmatch | Date Added | 11-13-2002 | File Version | 1.00 | File Size | 490 kb | Player Count | Unknown | Map Description | None | Review Rating | -- | User Rating | 4 | Overall Rating | -- |
| No level screenshot available. | | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| Magaera 12-02-2002 01:49 AM MST | Rating: 4 | | There are many different architectural elements used in this map. This demonstrates a certain degree of comfort, on the author's part, with the modelling tools he/she used.
But it's not necessarily a good thing. In particular, while any given piece of wall looks interesting, and competently done, the bizarre variety makes the map seems haphazard to the point of randomness. There are a half-dozen different kinds of corridor wall & lighting combinations, bearing at most a superficial resemblance to one another. The curvy, water-worn rock corridor, in particular, is entirely out of place -- especially since it's arrow-straight, despite the undulations of the walls themselves. When was the last time you saw a factory, abandoned or otherwise, that seemed to have been built by five different architects?
Both the flak cannon and (especially) the 2x damage are in cul-de-sacs, where you can easily find yourself pinned down or catching a hail of grenades with no room to dodge. This sort of design is a cheap way of introducing "tension" into play: "Am I going to get toasted as I run for the 2x?" But it's empty tension, an artifical gambit. Ha ha, look at the poor little player who thinks he can score the 2x. Ha ha, look at me deleting this map....
The map is also more or less a big loop, and is completely flat. COMPLETELY. Despite the ceilings in several rooms showing intriguing-looking structures and beamwork, there's no way to get up there, and nothing there even if you were to find a way. Ho hum. We got three-dimensional maps back in the Quake 1 days, folks; let's try to pay some attention to the Z axis once in a while.
To cap it off, there are no preview shots supplied with this map, a clear mark of slipshod authorship. If there were any, I'd guess they would look better than the map really is in practice. A pity; the fine details like the wall texturing are just fine, and better than most. It's just a shame that there's no real GAME inside those walls.
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