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DM-Street | | Map Info |
| | File Name | dm-street.zip | Author | 1/2LuNaTiC | Gametype | UT2k3 Deathmatch | Date Added | 12-28-2002 | File Version | 1.00 | File Size | 1.41 mb | Player Count | 2-6 | Map Description | Basic map that I wasn't serioud about. Meshes don't fit very well which is why i think I gave myself a low score. Still fun to play and the only city map so far that doesnt involve falling off roofs to your death. | Review Rating | 5 | User Rating | 6 | Overall Rating | 6.0 |
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| | | Review |
| Reviewer | QAPete | Awe Score: | 2.0/3 | Date | 12-30-2002 | Build Score: | 1.0/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | +1 | Overall Score: | 6.0/10 |
For a map that's not a serious effort, according to the author, DM-Street looks and plays pretty darned well. Set in a run down section of a city, DM-Street features lightning, rain, and an overall dark, damp atmosphere in which to frag. Hell, you actually feel soaked to the gills after playing a few times. Too big for 1v1, but too small for more than 3v3.
What I Liked:
Gameplay was fine, although bots don't really care about the rooftops. Good flow, especially fun with Quad Jump on. Decent weapon/item placement. Atmosphere is great.
What I Didn't Like:
Some minor build problems with static meshes, rooftop setup is kind of lame. Lose the Ion Cannon. Some areas of the level get a little too dark, work on overall lighting is needed.
Overall:
The author may not have been serious about DM-Street, but I'd encourage him to clean it up and release a v2. This one could be a lot of fun on a server! |
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| | Map Comments |
| 1/2LuNaTiC 01-28-2003 02:11 AM MST | | I'll start of by saying I was not serious while making this map :). Alright its the conversion of a Rocket Arena uhh arena. Basicly i was just experimenting with some new things in the editor (emitters, new textures/meshes, fluidsurface..blah blah)Alright why am I giving my map a 3 STATIC MESHES DONT FIT :P. I wasn't gonna build my own for a lpain map. I used the old textures. But still the map is fun to play. Theres more Z-axis on the roof but the bots go up there pretty much never. (You can get everything WITHOUT using shield jump just figure it out) If your wondering where the Ion Cannon is floating at its hidden as a LensFlare on that satelite with the red lights.
-------------------- I didn't expect this to score that well but I could stop my current map to rework this one. So far I haven't started much with CTF map except getting some textures and some pictures of things static meshes will be modeled after. Ill give myself a 5 to match the review :p. --------------------- TY all and i am not redoing this for some reasons. More like Dogtown? That map was massive this is small and a conversion so thats asking a bit much.
| amadeo 12-30-2002 12:02 PM MST | Rating: 7 | | I like this one. It flows nicely, the theme is consistent and cool, the weapons and power ups are plentiful and well placed. Good map. Fun to play. I will play it again.
| FlakMonkey 12-31-2002 12:33 AM MST | Rating: 8 | | I like this map. It looks cool and the bots play good except they never go on the roof and it flows well.
| EvilVey 12-31-2002 10:03 AM MST | Rating: 7 | | Yes, this is definately a 'clean-up, re-do, and re-submit' project if I've ever seen one. I was won over with the bull-dog squishing that guy underneath it! Some of the textures looked strange. Other than that (and fixing some minor lighting issues) I didn't find any other issues worth mentioning. It's an over-all 'cool' map...nothing in particular standing out too much, but at the same time balanced, well-rounded and smooth playing.
Note to other map-makers...it doesn't have to be big and complicated...it just has to play well...this map is a perfect example!
| Goomp 01-02-2003 01:09 PM MST | Rating: 8 | | What we got here is best described as a new map with the old UT gameplay :) The Liandri sign brings back memories of the good old times while the new possibilities of the UT 2003 engine are used perfectly. The map just feels different, and that's not a bad thing ! Weapon placement is very good and I have to admit that the great bots shot me more than once ! To summarize it: New experience, good bots, good looks, good layout, good FPS, not as overloaded as some of the other UT 2003 maps and definitely worth a download !
| Burner 01-03-2003 01:29 PM MST | Rating: 7 | | What it lacks in framerate bashing prettyness it makes up for in flow thanks to a simple but solid design. Play 3 on 3 tdm and you'll rarely be short of something to shoot at. One thing annoys me, the rain sound effect seems to loud, I've had enough of the stuff falling on my head these past few months to know how loud it should be. Polish this map up a bit and it would be excellent.
| all2neat 01-06-2003 11:45 PM MST | Rating: 8 | | Overall I liked this map, it was small but had a good flow to it. 4 vs. 4 would be the most I would recommend. The lighting is a bit dark, but it fits the setting very well, of a dark stormy night. Bots play on this map fairly well. Well worth a download.
| Draco 01-26-2003 04:42 PM MST | Rating: 5 | | Not bad, but should have more buildings and streets like DM-Dogtown from the old UT.
| Kee-Runch!!! 01-27-2003 03:34 AM MST | Rating: 7 | | Played this for the first time yesterday, with no other than 1/2Lunatic himself and a few other people.
So maybe I'm a little bit biased, but here we go anyway...
The gameplay was very good on the street level and throughout the buildings. Flow was good, although I feel it could have been a little more intuitive. But what do I know there...I get lost in my own closet.
I thought the rooves were overpopulated with power-ups, and ammo was a little too clustered around the corresponding weapon pickups. My big point of contention in this map is that I don't think that the power-ups pose enough of a significant risk while going for them - you're relatively secluded while doing so, and as I said, after one roll through the rooves, you're ready to rock.
And I have to disagree with QAPete, by the way...keep the Ion Painter. Nothing more entertaining than sneaking one in there...
| nightprowler 01-28-2003 10:16 AM MST | Rating: 7 | | I now have this map in my rotation on my server . Good flow and gameplay .Item placement is great . My only 2 issues are, 1. i think the music is a little to loud for me ,you cannot listen to where other players are and, 2.the lighting in a couple areas could be better . Great work lunatic .
| Theshark 03-09-2003 03:40 PM MST | Rating: 2 | | Im glad the author covered himself by saying it wasn't something he was serious about. This suggests he knows about the badly aligned textures, poorly fit static meshes he appeared to do noththing about before publishing and Brick ceilings. Never seen a brick ceiling but in terms of how real this map feels, I am afraid i lose the ability to frag when i stop mid game to stare at the brick ceiling and wonder....I bet that was difficult for the biulder! Couldn't he use plaster like everyone else!
Other than that - Plays allright. Exceptionally boring after 0.32 of a deathmatch.
Download it if your into a good idea made bad!
| Algus 03-10-2003 12:24 AM MST | Rating: 5 | | A solid effort. Appreciable beginning. Simply finish it.
| Sicko Teddy 02-06-2004 09:27 PM MST | Rating: 2 | | WHy does that amaze people so much? As he rates someone's level, he just smack a low rating for a no reason. I'll be critical with your work then. BAd things: Majority of meshes are unaligned. One of the rooms have two meshes that are incorectly aligned, creating a blinking effect that looks realy ugly and distracting. The design is mostly boxy. Feels like I'm playing UT99. Add more meshes, and smooth up the corners. Brick roof is realy weard thing. Some areas are poorly lit, making it difficult to fight.If it is a thyinderstorm, you should think of adding a weather effect(rain). Thick smoke coming out of the flat walls-hmm why is that? The bins with fire are harmless(wOW). + if it is your experimental map, you would make an experiment of importing the custom meshes.The metal containers look strange. why they are metal and so large??+ misaligned brick textures.The orange lamps giving off a white light? The layout though is stylish. Feels like "shooting a fish in barrel". Nothing unique . No movers or special. Wide dead ends are wider then majority of paths. Dirt road with rocks and mud is flat like a road itself.(use terrain, or you were too lasy to do that?)Music sound better for tech stuf rather then street. Music doesn't fit the overall map's theme.
Now, some good stuff(so you don't feel like I'm a cheapskate, who treash the effort.) I like the lightning effect,(even if it isn't visible during battle[LOL]), good botpathing , framerate is nice. Atmospheare matches the style of the level.+ happy to see some "OLD FRIEND TEXTURE"from previous UT. Some places have a nice light effects. But it still doesn't make up for all the maps that you rate low(while they look 50% better).When you rate other peoples work(I'm not even refering to my work), you give a low score, acting like "I did alot better than this, those guys better off with my 4 or 6!"(I know that it feels sorta cool that you are such a high demanding player, but you are sort of a mapper! am I right or a I left? Be fair to other people's stuff. After that you cover up your unpolished stuff, by saying "an experimentation with new technique.."kinda crap. 2 is for construction, 1 for a liitle effort and some experiment, -1 for selfish rating on other people's work. I said it honestly, if anyone disagrees with me, can throw a rock at me.
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