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DM-Kael | | Map Info |
| | File Name | dm-kael.zip | Author | K6599 | Gametype | UT2k3 Deathmatch | Date Added | 12-26-2002 | File Version | 1.00 | File Size | 880 kb | Player Count | 2-6 | Map Description | A Second Generation Re-Mix of our little friend "Gael". Still Nowhere to run. Still Nowhere to hide. 2 on 2 Deathmatch up close and brutal! Built from from the base up. No Rips - Just the same look and feel of Gael. | Review Rating | -- | User Rating | 7 | 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 |
| yupalisk 04-18-2003 08:56 PM MDT | Rating: 8 | | Played this with three friends, and it rocks! It doesn't make me forget the visceral carnage that is DM-Gael, but with utilizing all four sides for elevators and weapons, including adding in the shock rifle, combos away! Well done!
| SuperApe 03-15-2004 09:29 PM MST | Rating: 6 | | Here's a "sequel" of sorts to the iconic DM-Gael. With a consistent look and item placement, you'll feel right at home. But, the added layout increases playability over it's older sibling. With the exception of some build problems, the map holds up as it tries to be ... Gaelish. Here's why:
Awe (2.0): As there are so few elements that separate this map from one we all know, there is little here to go gaga over. While the particle work from prominent steam pipes is realistic, there is an annoying absence of a hole in the pipe for steam to vent. Lighting work is not as rich as Gael's. The pit o' death is decorated similarly, but without spectator under glass. Some little differences in the mesh work did set the decoration apart from it's predecessor while remaining related by style. Overall, this looks and feels like a renovated Gael.
Build (1.5): Some of the collision on the mesh work didn't work; you can pass through some and get stuck on others. Sound is standard with menu music. Zoning and optimization seemed weak, but the map is pretty small and runs fast as it is. While the lifts work fine, basic bot navigation is inconsistent. Too few pathnodes near the lifts restrict movement and miss out on obvious shortcuts over the lift when it's down. Bots fall into the pit o' death on their own at times. And, unlike Gael, there is a lack of translocator JumpSpots on the upper deck. (Which, of course, takes away their ability to zap up from below and scare the gibs outta ya!) Bots aside, the map is almost solid.
Cast (2.0): Of course, it's a small fast-paced map, just like Gael. But what's different is the addition of two more lifts and small side passages. These areas effectively add to the gameplay with cover (a place to duck into or shoot from) and with alternate paths to take. It's makes the gameplay just that much better, no more and no less. Item placement is almost identical to Gael, so if you like that you'll like this. By all accounts, the map's intended purpose is to be the next Gael; and while it isn't all that 'under the hood', it looks like it from the outside.
(5.5 -> round up to 6.)
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