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DM-Spire | | Map Info |
| | File Name | dmspire.zip | Author | C.O.S.{INIAC} | Gametype | UT Deathmatch | Date Added | 12-04-2002 | File Version | 1.00 | File Size | 409 kb | Player Count | 4-12 | Map Description | None | Review Rating | -- | User Rating | 2 | 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 |
| theBAMNman 12-09-2002 09:12 PM MST | Rating: 1 | | Okay, I admit one thing: the bots are pathed. Other than that, this map is bad, even for a first map. First of all, the whole level is way too dark; in some areas, it's just plain black and you have to shoot to see. Where it is lit, the lighting is even and white and there are no light sources. The texturing is okay, and the architecture is basic. The "sky" is not made using a skybox. One or two bits of architecture were interesting; for example, the "spikes" around the pit were a nice touch. Moving on to gameplay, the map doesn't flow. The way it's setup reminds me of DM-Pyramid, which also didn't flow. It's impossible to tell which halls are drops and which are stairs, and it is ridiculously difficult to go higher in the map. Item placement is horrible; in one arena, four weapons are all right next to each other, in two others, there's neither ammo nor weapons, in another, there's two ASMD's, two shield belts, and a Keg O' Health! Also, powerups need to be placed out of the way (Except maybe one in dead center, like DM-Morbias][). Only the shieldbelts are "tough" to get, but they are right next to each other. Also, weapons and ammo need to be distributed evenly. Sometimes there was no ammo, sometimes there were three boxes of ammo right next to the weapon, sometimes the room was completely empty. So, a horrible map overall. The author should spend time reading some tutorials and thinking out the map more, not to mention spending much more time on it.
I’m not trying to squash you like a bug by saying that your map was crap and you shouldn’t bother releasing any more, but rather that you should work on improving because you have plenty to improve on. If I sound just plain mean, I don’t mean to. However, I grade tough because that’s how anyone improves: they work on the negatives. It’s not like the map had no positives or that it was a complete waste of time and effort, so keep that mapping motivation strong and pump some more maps out! In the meantime, the birrabrothers site that Fernando gave has plenty of awesome tutorials.
| Fernando 12-07-2002 09:07 PM MST | Rating: 2 | | I agree that flow and item placement could use improvement. Elevator shafts and a few rooms are poorly lit. Here is a good lighting tutorial for you to read:
http://www.planetunreal.com/lode/lighting/lighting.html
Here's a tutorial for making a skybox. You should add a skybox to any map you plan to expose to the sky.
http://www.birrabrothers.com/drac/dmain.asp?dbp=32
| blabla 12-07-2002 06:47 PM MST | Rating: 3 | | Pluses: Big arena style (if you like that sort of map) Lots of connectivity Low poly count Nice name ;)
Problems: Item placement is schizophrenic Lighting ; some rooms have none - big problem, almost all are default lights Texturing; the level could look better Architecture; very basic. Skybox; there isn't one, instead just a U-Pan texture. For a first effort though I don't think this is horrendous. Check the tutorials mentioned they're good.
| darthnili 12-10-2002 12:38 PM MST | Rating: 0 | | tip for the author: Keep maps like this on your HD only
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