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DM-Tooth-N-Claw | | Map Info |
| | File Name | dm-tooth-n-claw_final.zip | Author | eXcelsiore | Gametype | UT2k3 Deathmatch | Date Added | 11-27-2002 | File Version | 1.00 | File Size | 3.69 mb | Player Count | 2-6 | Map Description | An ancient egyptian "skytemple" built to transport Ra to the netherworld. Hijacked and sold by Viking raiders it now serves as a Deathmatch Arena for the Liandri Corporation.
A relatively small arena designed for tournament duel action 1v1 or 4-6 players in pure egyptian sacraficial carnage. Tight passages and open areas provide different advantages for different weapons. Health and ammo, as in most UT2003 maps, are rare commodities and surviving entails collecting them as often as possible. The map has several floors (4 or 5 depending on how you count) and there is a lot of vertical action going on. Remember to control the high ground. Also, a few "trick jumps" are required to obtain the Damage Amplifier. Nothing's free anymore.
| Review Rating | 3 | User Rating | 5.5 | Overall Rating | 4.0 |
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| | | Review |
| Reviewer | CrystalfaT | Awe Score: | 0.5/3 | Date | 02-03-2003 | Build Score: | 1.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 4.0/10 |
hmmmm another very bland humdrum map, im sorry to say. The Egyptian theme is getting quite a bit tiresome now, it seems every other map is using it, yeah they are a great set of meshes and textures but they are over used so much now! It would be nice if people started using custom meshes and textures in their maps to add a bit of variety because as things stand at the minute every map is starting to look the same.
The level layout is a fairly basic affair, its set on a floating structure with several raised platforms and levels with a couple of insidey bits thrown in for good measure, so the action keeps flowing well. Arches, pillars and stairs are the main decoration for the level with a couple of lifts which you can use to make lift-jumps to reach the double damage pick-up, its tight and compact and matches can get pretty intense, weapon placement and bot paths seem fine.
Build quality is a bit on the boring side with a rather nasty looking skybox that you can see the joins on, not good! Texture usage is done quite well and it seems very fitting so no complaints there, the lighting seems bright, very bright as if the zone light was whacked right up but on opening it in the editor there are loads of lights, including four sunlights! which seems rather pointless as none of them are used to any effect.
Frame rates are kept decent by a lack of detail on the map and its quite small size. Overall this map is nothing special, it could have easily been done in the old unrealed, I just hope the author tries hard next time! |
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| | Map Comments |
| Magaera 12-05-2002 02:20 AM MST | Rating: 9 | | Hey, this is one good map!
The flow in this map is great. There are a variety of possible routes, with a lot of opportunity to change heights. There are also both open and constricted areas, leading to weapon-selection choices. Best of all, the height variation in the map is not restricted to distinct planes, like floors in a building; there are minor variations in floor and platform heights throughout the map, often visible to (and in line of fire of!) each other. This breaks up the monotony of flat, flat, flat levels as well as providing abundant opportunities for firefights between different vantages.
Bot pathing is good, although I never saw them go for the 2x, and seldom the flak cannon. They did drop off of ledges and through floor cutouts, so watch out!
The resource balance is good, although I would place the ammo differently without changing its quantity. The most egregious example is the flak ammo, which is all at one end near the flak cannon itself, in the part of the map which seems to see the least traffic. A little more motivation for players to tour that end of the map might be the only balancing it needs.
Architecturally the map is excellent, as I mentioned, and the texturing is consistent and appropriate. The wall surfaces in particular occasionally seem a little too bright, though since it's a daylight setting this is not inappropriate. The under-levels are also quite bright; it's possible that a trifle more variation in lighting, more subdued areas of shadow, would also edge the map up in my rankings. The one other visual gaffe is that the skybox looks awful at the edges & upper surface. Oh well, I guess you can't have everything.
This map should be in the rotation of any server that expects moderate player counts.
| {DAM}MoxNix 12-05-2002 07:43 PM MST | Rating: 5 | | Not a very good map, but it's better than a lot of user made maps out so far, so I'll leave it at that. 'nuff said. :)
| Kee-Runch!!! 12-10-2002 12:58 PM MST | Rating: 7 | | I really enjoy the way this map plays. This is definately an above average map from what I've seen out there so far. The gameplay is solid, and that makes up for the relatively simple layout of the map.
The author obviously paid a lot of attention to the details, and being the picky lass that I am, this always gets points from me. The map even has custom music that isn't too bad, if not exactly my style.
My only nitpick is the lack of a map description in the main menu when you go to select it. Rats...the map had a cool description that Excelsiore had made up, then he neglected to put it in the file. Oh well. Call me odd, I just like to know a little something about the arena I am playing in besides "abandoned warehouse," or "Egyptian-temple-turned-abattoir."
| webkabouter 12-23-2002 09:52 AM MST | Rating: 2 | | This map just SUCKS. I'm sorry to say it but it's realy treu. If you only look at the world wherein the map is drifting.. Ok i know that it is always a cube but please make it a bit more realistic..
The gameplay of the map is euhm.. under my expectations.. The map is to small and the proportions are not good at all.. i feel like a big fat mouse.
| jp 01-22-2003 05:49 PM MST | Rating: 7 | | Not bad at all, though the sky box is very bright, and you can see the corners, but other than that, it's a nice little map, for a good instand gib game.
| ][Evil 02-06-2003 06:27 PM MST | Rating: 5 | | The maps music reminds me a little of an atari game or a super nintendo game...I dont remember which though :/ Players have to becarefull not to fall off the platform...Nice details but come on, an Egyptian floating platform...
| xado xado 02-15-2005 10:18 AM MST | Rating: 3.5 | | Ah?! i dont think this map is the wowest one here dont like it better luck next time
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