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DM-Augslum | | Map Info |
| | File Name | dm-augslum.zip | Author | Fernando | Gametype | UT Deathmatch | Date Added | 12-05-2002 | File Version | 1.00 | File Size | 593 kb | Player Count | 6-12 | Map Description | A small urban environment with many buildings that can be entered. | Review Rating | 3 | User Rating | 3 | Overall Rating | 3 |
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| | | Review |
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More Urban mappage. Like the other urban map I reviewed some weeks back, DM-Abandoned City ][, Augslum is more of an attempt at a city map.
Visually, the map is basic. It does better here than AbandonedCity][, but in the end I felt unimpressed by the environment. The map centers around some slum area of a city, you pretty much fight out in the open, alongside or inside the buildings, or in the sewer system. Architecture is basic but not basic basic, there are angled arches and other structures. The worst part of the visuals is the lighting, alot of the time lighting is cast from nowhere and is always overused. The author should try adding more light fixtures and reduce those radi.There isnt alot of detail. If you are a mapper, take for instance this segment where the road collapses into an underground sewer and you run down a debris mound into slimey water, and then you run through a long, curved tunnel. Now imagine that done with less brushes than there are fingers on your hands. The ideas are there, but they lack the needed look. Alot of these type of maps have similair lighting, and its always done in a dark or sunset setting. D/l some top notch Urban night maps and see how nighttime city lighting is done there. This map lacks the urban essence.
Gameplay is wierd. Bots navigate the map ok and there enough weapons and such, but theres never a sense of direction. Some buildings I would fight my way into, go up a flight of stairs, and come to a dead end with nothing there. One time I exited the sewer system via dirt mound, and came out in an area blocked off by fences. I had to turn around and go back. Everything is placed in a rather random fashion. The sewer water is a slime zone, which means if you plug somebody in there and their weapon drops into the goo, it melts. Like I said, bots know how to move around, but they tend to stick to the outdoor areas.
The Prophets Verdict: D/l this along with DM-AbandonedCity][ for similiar results. There are still much better Urban maps out there. |
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| | Map Comments |
| theBAMNman 01-25-2003 02:50 PM MST | Rating: 3 | | I agree with Prophet. Although not a typical city map, this map still suffers a lot because of its theme. Visually, the map isn’t that interesting. The architecture and texturing are nothing special, but the resulting city look is pretty good. The lighting is dull, but somewhat realistic: the outside areas actually look like they’re lit by the sky. The music was fine, but there were only a few sounds. As for flow, I have three major problems with this map. First, almost all the action stays in the central arena. Second, the buildings (except for one) all have one way in and one way out, ruining the flow. Third, the sewer tunnel is WAY too long, especially since it only connects to the surface at its endpoints! These three may not seem like much, but they add up pretty quickly. Item placement is okay, but still has some problems: you have to risk more to get the rocket launcher than you do to get the Damage Amp or Redeemer. A good concept is this map is the separation of ammo from the weapon, although sometimes the author overdid it. For example, there are four shock cores half the map away from the shock rifle, and the rocket launcher is at the top of a building while the two rocket packs are down in the sewer system. Not too bad a map, but definitely suffering from some problems.
| Fernando 01-26-2003 01:03 AM MST | | Thanks for the input. I've already made changes to the pile of debris that leads to the flak cannon, and I'm punching holes in the buildings to increase flow.
I have one question, though. The level was made for a sort of centralized combat zone, and because all of the buildings face into the 'arena' of the level, it would take major reconstruction to increase the direction of the level. Do you have any advice that can help decrease the amount of combat that occurs in the central area?
| Vertigo 04-26-2003 05:39 PM MDT | Rating: 3 | | yeah, put the big weapons, big power ups etc far away of the center. and make the center a bit more dangerous
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