NaliCity
HomeMapsServersForumsMy NaliSubmitChatLinks
Thu, May 9, 2024
Latest Additions
Latest Reviews
Latest Comments
UT Color UT UT2k3 color UT2k3
U2 UT2k4

NaliCity Mothership
65.39.251.19:7777

Search

-Game-

-Map-



Advanced Search

Menu



more...
more...
more...

Welcome to Nali City
Register | Login


DM-The Skylark Facility- 
Map Info


 
File Namedm-skylark.zip
AuthorHomeslice
GametypeUT Deathmatch
Date Added11-24-2002
File Version1.00
File Size793 kb
Player Count2-8
Map DescriptionNone
Review Rating1.5
User Rating6
Overall Rating2.5

 
Review


ReviewerQualthwarAwe Score: 0.5/3
Date12-27-2002Build Score: 0.5/3
Review SchemaCast Score: 0.5/3
User Point: +1
Overall Score: 2.5/10

This map is a reviewer’s nightmare in that it’s difficult to find anything positive to say about it. The map does have bot pathing, which is a good thing, and I have seen worse, but it’s probably best just to give you some facts: Call it what you want, but you’re basically fighting on platforms stacked one atop the other. There are about 7 basic platforms. You can get around by warping, using spiral stairs, or an elevator. The item placement needs work. I don’t like chainsaws, but I can tolerate one if I can use it in close quarters, but there really aren’t any close quarters to speak of. On the same token, there aren’t really any long-ranged spots to use the nuke effectively. However, I did manage to fire a nuke outwardly, then turn it back and down so I hit a floor under me with no walls.

I thought one level had some major bsp errors until I realized that it was glass tubes I was running into. My video card makes glass appear very clear and in this case, it was practically invisible. The map is designed for maybe a half dozen, but the action is slow because of the design.

Author: You have spinning red lights, but the only light source I see nearby are solid, white lights. There is a way to create spinning, red light fixtures to go along with the spinning, red lighting. The thin walls are a little strange. It’s a good idea to keep stuff thick during design. You start running into problems with bsp errors when you make stuff too thin or sharp, plus it just looks better to have thick walls. The danger included in the map with the lava, slime and falling off the structure into oblivion is good and added some dimension to the map. The spiral stairs didn’t really do anything to improve things and actually probably hurt the flow in a map that already has flow problems. I see in your readme that you had problems adding more than one lift? I just opened your map in the editor and added a lift without any problems. Here is something I wrote up to help people set up lifts.

Setting up lifts: Place you lift (mover) on the map, do your thing with keyframes, then in the mover properties go to Events. Open that and in the Tag box put a name like: Lift1. Place lift centers where you want the bot to stand on the lift, and open the properties up. Go down to LiftCenter and open it up and in the top box (tag) put the same name as used for the mover, Lift1. Place Lift Exits where you want the bots to get off the lift, out a little ways from the lift so there is no interference. Open the property’s box and look for LiftExit. Open that up and in the top box put the name Lift1. The lift is set up as a unit. If you use another lift, call everything Lift2, or something so everything corresponds to one another. Make your lift ‘Stand Open Timed’ so the bots know they are supposed to stand on it. If you decide to set your lifts to Crush When Encroached, make sure you put an Encroach Damage amount like 200 in the box so the bots will be affected. If you don’t the lift will pass right through them. If you use a trigger for your lifts, and your mover is set to Trigger Open Timed, it’s usually a good idea to open up the Trigger properties, go down to Trigger, open that up and find Repeat Trigger Time. Change the zero value to 2 if you want the trigger to repeat after two seconds, or 0.5 for them to repeat after a half a second, etc. This is just in case a player gets in the trigger radius after the trigger has already done its thing. You won’t have to back up and trigger the Trigger again, and bots won’t get stuck.

 
Map Comments


Homeslice
12-21-2002 12:39 AM MST
 
Something I really can't believe, I found this map on a SERVER! First map ever to be on a server! While this may not mean jack daniels squat to you guys, it does to me, as most people don't seem to like my maps at all, especially Unreal Playground who gave this a 20 out of 100. Can anyone review this map for me please?

horned demon
12-22-2002 03:40 PM MST
Rating: 5 
if your going to use this map to kill bot's on then you might want to pass, not to say bots dont play well,but the level it's self takes out the fun of useing this map on a constant basis.the structure of the map is real simple,textures are bland and overall layout is strange.it's simalr to the pyrimid level on the UT GOLD retail version.at least as far as the structure go's.but it's is very easy to get into, within the first 2 minutes i knew the whole lay out of the level.so it would be a good server map

FlakMonkey
12-29-2002 12:41 AM MST
Rating: 6 
Cool map but the bots dont play too well though



About Nali City | Staff | Contact Us | Report an Error | Privacy Policy
Become a Reviewer | Review Schema | Stats

Copyright © 1998-2024 BeyondUnreal, Inc.


PHP/Coding by MassChAoS, Iridium, Varpu, and Yoda.

Website design by Olento. Modified by MassChAoS.

NC3 concepts and ideas by the NC3 community,
MassChAoS, Varpu, Yoda, Bangout, and Luquado.

NaliCity founded by QAPete.