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DM-Hypsophobia | | Map Info |
| | File Name | dm-hypsophobia.zip | Author | Edward Duke-Cox | Gametype | UT2k3 Deathmatch | Date Added | 01-02-2003 | File Version | 1.00 | File Size | 1.25 mb | Player Count | 4-8 | Map Description | None | Review Rating | 5 | User Rating | 6 | Overall Rating | 6.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.5/3 | Date | 01-05-2003 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | +1 | Overall Score: | 6.0/10 |
Hypsophobia is a map that could have put in a lineup with all the UT2003 epic tech maps and not have been picked out as being a user map. This map used heavy brush work from the space packs as well as textures from Phobos, Oceanic, and other maps to that effect.
The theme, as most tech maps are, is set in a tech complex made up of corridors, rooms, ramps, and no entries or exits. Lighting is either blue or orange and like the Epic maps is over used at times. The whole purpose of this map's theme is to provide a purpose to the set of halls and ramps all over the place. This place could be anything as far as I'm concerned, a generator complex, a water pumping facility, a steam venting facility, a tech facility, a blah blah blah facility....
Gameplay is also standard here. This map plays just as casual as any Epic map I've played, nothing original is put here and nothing really different is in the gameplay that you won't see in Asbestos or Oceanic or whatever. Unlike DM-Light Falls, which tried to use a failed playing style, Hypsophobia doesn't try to be anything other than the average map the community is used to playing.
The Prophet's Verdict: As average a map as I've ever seen one, this one fits perfectly with the shipped UT2003 maplist. |
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| | Map Comments |
| Agent X 01-02-2003 11:46 PM MST | Rating: 4 | | there are entirely too many long hallways outside the main fighting arena in this map. Shield belt & Damage Amp are way to easy to get, and the flow isn't so good.
| Burner 01-03-2003 12:36 PM MST | Rating: 7 | | The futuristic halls get repetitive after not too long and you'll need a good few players to save an all night session chasing a frag limit of 20. The two-tiered walkways make for good z axis fighting and weapon pick up placement is alright, although the danger areas go largely unrewarded. I rather see the double damage under the bridge bit more than a bunch of adrenaline pills.
| DialAJunk 01-03-2003 03:07 PM MST | Rating: 6 | | Burner, it sounds like you copy/pasted that from CLiffy's site. Anyway, he already released a revised version with different lighting and put a supershield under the bridge. (the lighting is still crap tho :D)
The layout has always seemed more likened to CTF or DOM and I am glad he used the basic layout for Dom-MayanRuins, its much more fitting.
THis was fun for a little while tho, just kind of uninspired as a DM map.
| {DAM}MoxNix 01-03-2003 08:11 PM MST | Rating: 6 | | Decent map... Nothing stands out as being particularly good and nothing stands out as being particularly bad either. New players should like this one.
| Ulukai 01-04-2003 01:37 PM MST | Rating: 5 | | Average in every way.
| hunter 01-04-2003 09:49 PM MST | Rating: 6 | | i thought it was kind of a neat layout
| 1/2LuNaTiC 01-05-2003 08:55 PM MST | Rating: 5 | | Average. I can't play it online because of some Version mismatch crap im suddenly getting with some maps like in UT.
| Deathwing 01-06-2003 03:23 AM MST | Rating: 7 | | Not too bad a map. Nothing extremely interesting about it, but it makes a fun match.
| scirmast 01-06-2003 02:47 PM MST | Rating: 5 | | An average map. I would have game it higher score those long passages were removed. Replay value is not too high, but it's beautiful. Where can I get the improved version?
| hal 01-07-2003 01:37 AM MST | Rating: 5 | | Boy, I don't think it matches the gameplay of maps like Checker's Oceanic or Cliffy's Asbestos at all. Not by a long shot. It's an attractively put together series of long hallways around an awkward, average center section. Not much character and not a very interesting layout.
6 for the nicely aligned static meshes. -1 for the areas that are so dark you can't see the player shooting you.
| webkabouter 05-06-2003 06:06 PM MDT | Rating: 8 | | I like this map for some reason verry well. Somehow its sucks totaly into gameplay. Okay i play against bots because online play with ISDN line isn't that cool.
What i specialy liked about this map where the sidewalks where you can slip in when walking over those long hallways.. something like.
SUPRISE. BOOM!
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