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DM-ContemptArena | | Map Info |
| | File Name | dm-contemptarenaut.zip | Author | blabla | Gametype | UT Deathmatch | Date Added | 11-30-2002 | File Version | 1.00 | File Size | 228 kb | Player Count | 2-4 | Map Description | A small very basic design. Nothing special here, bots supported, meant for a duel style. First ever map, appreciate feedback. Look soon for my coming release, DM-Byzantine. | Review Rating | -- | User Rating | 3 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| [KBEC]Madmax 12-07-2002 08:09 PM MST | Rating: 3 | | Nice try for your first!
each room are a little too small. That make the game "spammy".
but the first idea is a good one!
| theBAMNman 12-13-2002 06:20 PM MST | Rating: 2 | | I know you kinda threw this together, so I’m going to cover some of the more unpleasant features of this map. First of all, what’s up with the flickering lights? Maybe for a small part of a hall or room they add theme, but the ones in this map cover big areas, including one that covers half an entire room. If you cut the size down, it would keep the theme AND make the level more eye-friendly. Also, almost all of the light sources are too dim to pass as light sources; in some parts, an entire wall textured with lights is dim. The room with the circular ramp is also too dark. The architecture is basic: big stairways and narrow planks dominate the rooms, and both are odd for their size and abundance. The only interesting thing is the circular ramp in the screenshot. As for gameplay, sniping points are the least of your worries. Most of the action stays on the bottom floor, more or less killing the z-axis action. But if you look at the layout, it’s easy to tell why: that long circular ramp is the only way to go up in the map. The planks that cross the rooms are also pretty easy to fall off of, leaving you right back at the bottom level again. I think the biggest problem is the gaps in certain pathways. To get to the shield belt, a player has to jump across six little blocks that get successively higher, and the penalty for falling is a piranha pool. Not to mention that this whole setup is in the middle of a room, where other players are free to vaporize you. I think you should keep your own style by including some gaps to get goodies, but make it more practical. In fact, the way the map was set up, it was difficult to even figure out how to get to the shield belt. That’s enough “out of the way” right there. On a lighter note, almost all of the items were placed irregularly. Some were too high, others too low, and some were even upside down. No real damage is done there; it just looks funny. I also admire that you give your own map a 3 (even though you removed it). So many mappers (not just newbies) give their own maps much higher scores than they deserve, so kudos to you and keep mappin’!
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