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DM-Pueblo | | Map Info |
| | File Name | dm-pueblo.zip | Author | cyberslinger | Gametype | UT2k3 Deathmatch | Date Added | 11-18-2002 | File Version | 1.00 | File Size | 4.07 mb | Player Count | 4-8 | Map Description | None | Review Rating | 3 | User Rating | 3 | Overall Rating | 3 |
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| | | Review |
| Reviewer | Qualthwar | Awe Score: | 0.5/3 | Date | 01-09-2003 | Build Score: | 1.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | 0 | Overall Score: | 3/10 |
The ruins of an ancient civilization: Pretty much the bare minimum one requires to play death match. When playing with the map count, I found it easy to climb ahead in the points, but after playing with 15 bots, it made for a better game. The better items are more difficult to get, which was good, and the basic health was bunched up in a busy part of the map, which made for good gaming while sharing the wealth.
I did notice that a bot seemed to stick in a room, which reminds me, some of the rooms are bare. You have some z-axis, more would be welcome, but the weapon placement compliments the map for the most part. As far as the appearance, added and subtracted cubes with some flair, here and there. Don’t ask me where the lighting comes from.
Author: If you make some changes, this would make this a nicer map to frag in. For example, the thing with the triangle and the sphere just looks like you’re experimenting with shapes; it looks a little funky. Maybe get rid of that and put a large statue in their place. I know as you add more stuff to a map, the slower it runs, but more stuff here and there would help.
That cluster of boulders where you could sneak into and hide was a good idea, if you were low on health with a bot on your tail, you could run into there and fight them off.
I think it was the room with the pulse rifle where I kept seeing bots standing over to one side of the room when I would enter. I think a little bot path adjustment might be in order. Good overall pathing; for the most part, the bots were moving around and being tough.
I was thinking if you had the cave waves slope in where it looks like a landslide into some of the rooms. Like the cave is caving in. You could color the cave-in dirt inside the rooms a dark color, like fresh dirt. Maybe some doors hanging off the room openings so it doesn’t just look like a square door cut out there. A skybox would have helped. Some stuff to explain how the map is lit up; light fixers, which also can dress the map up.
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| | Map Comments |
| LXIXGTO 12-13-2002 03:06 PM MST | Rating: 4 | | This map is very boxy and basic. Item placement is poor as well. The map is nothing more than an underground (yet there are trees ??) set of squarish areas with a few narrow places to ambush your opponents.
| Agent X 12-14-2002 03:34 AM MST | Rating: 3 | | it's a weak map, but no where near as bad as the deluge of giant maps lately.
| Desperado#2 01-09-2003 09:19 PM MST | Rating: 2 | | I do not disagree with your score at all in fact it could be lower...
What I disagree is the inconsistency look at this map that I linked here, that you reviewed. Visually it looks a lot better than this map though this one got a higher score... Leads me to think something is wrong here with reviews in some ways or another...
Too rough and inconsistent...
I do not mind the “rough” part but inconsistencies that is where something is wrong here.
This one should of scored a 2 or something… and the one I linked here could be a 4 maybe 4.5…
I am not meaning to flame you or anything… I just see a trend of inconstancies.
This example is not by all means the only one.
http://nalicity.beyondunreal.com/map_hub.php?mid=5549
| Mister_Prophet 01-09-2003 09:34 PM MST | Rating: 3 | | to the above comment, dude...it's two different freaking games.
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