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DM-Twinpeaks Arena | | Map Info |
| | File Name | dm-twinpeaksarena.zip | Author | Smokin | Gametype | UT2k3 Deathmatch | Date Added | 12-21-2002 | File Version | 1.00 | File Size | 1.69 mb | Player Count | 0-12 | Map Description | None | Review Rating | 5 | User Rating | 5 | Overall Rating | 5 |
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| | | Review |
| Reviewer | QAPete | Awe Score: | 1.5/3 | Date | 12-30-2002 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | 0 | Overall Score: | 5/10 |
DM-Twinpeaks Arena is primarily an outdoor map, with the usual assortment of hills, big rocks, trees, grass, etc., plus a small underground area. The level is filled with various build problems, but none of them are earth-shattering. Bots play fairly well (DM is not a stretch for UT2K3 bots). There's nothing that absolutely stands out good or bad in DM-Twinpeaks Arena, it's just another place to frag.
Things I Liked:
I'm an outdoor map kinda guy, so I enjoyed the partly-cloudy, hilly terrain of this level. I also liked the addition of the small underground area. Weapons are spread out all over the level, which is also a 'good thing'.
What I Didn't Like:
Build problems, lame sniping area up around the outside of the map, too many shields, flow could have been better.
Overall:
Needs some work, but it's playable, and kind of fun once you get a few games under your belt. I'd lose the sniping area and tidy up things for v2. |
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| | Map Comments |
| Burner 12-22-2002 02:59 PM MST | Rating: 6 | | Tidy effort, but not much to do other than run around the hill in the middle. Worth a look if open landscape maps float your boat
| {DAM}MoxNix 12-31-2002 07:35 AM MST | Rating: 5 | | Another terrain map with a fairly simple layout. It's quite large and mostly wide open. Flow consists mainly of running around two peaks in the middle. There is also a small cavelike underground indoor area with 2 entrances. The skybox would look good except you can clearly see the upper edges. I also noticed the skybox walls themselves have fakebackdrop set (they shouldn't).
One of my pet peeves. From several different places you can easily hammer jump onto the surrounding walls and hills. From up there you have a commanding overview of much of the map, plus you can drop over the side into a huge unused flat space. Blocking volumes would solve this problem.
Framerates are not very good. The author did make an attempt to improve framerates with antiportals. However the antiportals are not used very well. Hint: polygons are occluded only if they're entirely hidden by -one- antiportal, polygons that are partially behind one antiportal and partially behind another are not occluded. A single large antiportal in the central hills would work a lot better than a bunch of small ones.
Still not a bad effort for a first map. The author shows some potential.
| WeaponXL 12-31-2002 04:17 AM MST | Rating: 6 | | That big open area would be a good place to put in the vehichle included with this game. Are you thinking what I'm thinking?
| sonofjaqen 04-03-2003 03:01 PM MST | Rating: 2 | | Not impressed at all.
My Unreal group played this board a couple of times and we quickly deleted from our playable list. I even got stuck in a couple of holes in the terrain. Not much too it.
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