|
|
|
|
|
|
|
|
DM-Cleopatra`s Tomb | | Map Info |
| | File Name | dm-cleopatra.zip | Author | Thomas "Solmund" Wollbekk | Gametype | UT2k3 Deathmatch | Date Added | 01-06-2003 | File Version | 1.00 | File Size | 2.38 mb | Player Count | 2 or 4 | Map Description | (v1.1 - Balance fix. Thanx Gus.)
Fast paced 1 on 1 or 2 on 2 tournament map. Once you know it by heart, this level is a loveshack to compete in. :D
Download now! Or else your head will explode! OooOoh noOoo!
My first UT2003 map btw, so go easy on me will ya, thanx. ;P (PS: Rate it 10.) | Review Rating | 5 | User Rating | 6 | Overall Rating | 6.0 |
|
| | | Review |
| Reviewer | Shock6822 | Awe Score: | 1.0/3 | Date | 01-09-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | +1 | Overall Score: | 6.0/10 |
DM-Cleopatra by Thomas Wollbekk is a tight little map set in an Egyptian theme. The map is very boxy and square, but this actually looks ok in the map. The map looks decent, especially with the little light trim dealies on all the levels (as you can see on the screens). The other parts of the map also manage to look fine, like the rocky wall. The lighting is ok, there are many sources, but the map felt a bit too dark to me. There were many times I couldnt really see the bots, but I could only tell where they were because of their fire and my trusty headphones. I saw no glaring texturing errors anywhere, so kudos in that field.
Thomas put in a custom music track with Cleopatra. Its a good track that fits in with other UT2K3 songs, but with the Egyptian theme, it may not work for some. I didnt really care much though. The teleports do work, as there are many to get you where you need to go in places. I really liked the teleports in the RL room, since it provdes hectic fights in that area. One thing I did notice was at map beginning, you looked up instead of straight, but thats a very very minor error. Again, the map is very boxy and there arent too much complextities, but Thomas managed to use the boxy look to his advantage. Good work with that.
Gameplay-wise, Cleopatra is hectic no matter the bot count. I tried a 1on1 and a 4 person Free For All, and I was fragging constantly throughout the match. Bots are aggressive and go everywhere in the map except maybe the little hall to the right of the RL, but theres only a box of grenades there. I also didnt see too many bots on the upper level near the Shock Rifle - they did get it, but very very rarely. They spent most of the time around the minigun and the Flak. There is tons of z-axis in the map as evident by the screens, which is a plus since this means action can come to you from all sides. In fact, I often found myself fighting up and down more than side to side. Interesting. One thing I think detracted from the map was the Keg O Health room. Its a big dead end, and if someones snagged the Keg, theres no weapons or anything there. I rarely ventured there, if ever. Adrenaline may be a little sparse for some, but I liked it, since this way you have to rely more on killing for your bonuses. FPS wise, the map was fine. Anyone who can run 2k3 decently will have no problem with this. Items were placed fairly well, although I thought the map was Flak dominated. Another thing that may detract from the map for some is the cramped feel, since the map basically has one main area, an RL room and the useless Keg room. The side halls could have also used more goodies at the ends (youll see what I mean when you play the map).
In conclusion, I suggest anyone looking for a quick blast should download the map. Its no oh-my-god-this-rocks map, but it can be fun.
Pros: Hectic, good z-axis, good playability, fun for a quick carnage romp
Cons: A bit cramped, some parts of the map are useless, the map is boxy, very simple style and layout, dark lighting |
| |
| | Map Comments |
| Gus 01-07-2003 08:48 PM MST | Rating: 7 | | I like the map as its fast paced, but unless you have changed it since I last tried it then it has 1 major and 1 minor fault.
Minor, everywhere is easy to get to, maybe too easy. EG the Health Keg. Major, too much flak ammo in the map. It will end up a flak spam map as it is from ammo pickups from kills.
Edit: Not so Flak spammy now, but still think the Health keg jump pad is a bit on the powerful side.
Anyway thx for updating it for me :)
| {DAM}MoxNix 01-08-2003 03:24 AM MST | Rating: 5 | | Adequate... just adequate. A slow paced, slightly boxy map with a relatively simple layout. Nothing special.
Edit: Yes Thomas, it is boxy, as in mostly rectangular brushes, with right angles and square corners all over the place. It doesn't suck, but it's certainly nothing special either. In fact I was being a little bit generous giving it a 5.
-sarcasm on- It's nice to see how maturely you handle constructive criticism. -sarcasm off-
| Thomas "Solmund" Wollbekk 01-12-2003 12:54 PM MST | | Bwaha. Hey Gus :)
I have updated the map since you last commented it, and in fact that`s why I updated it.
I`ve deleted half of the flak ammo and reduced the power of the jump pads a bit. :D
Thanx for the constructive feedback! (Your mentioned in the updated readme file aswell)
-humor on- (n00b)=-MoxNix: I`ll give you a box to chew on! ---> [] GahahAha & suck my wiener!! -humor off-
-Crybaby on- Syrtis & map reviewer: Why are you dissing my Keg O` health room? Bwaha, never heard anyone dissing quake`s DM4 health room yet.. :) Seems like people don`t apreciate strategy and map control anymore. It`s all aim and dodge, but all good things are three you hear! Moaha. I am the center of the universe! (And I must say, compared to the other maps reviewed here I can`t figure out how this could be "only" a 5. It`s a conspiracy! It must be! I Bet you`re just jelous because my dick is larger than yours!!) -Crybaby off-
1/2LuNaTiC: Eat my (_0_) !!
Cheers! =) -Solmund
| Syrtis 01-08-2003 05:17 AM MST | Rating: 6 | | I like this one, it's a solid map with good flow except for the dead end with the health keg.
| Gui 01-08-2003 08:27 AM MST | Rating: 6 | | The (not so) boxy archi fits well the egyptian theme 'cause at this time technologies didn't allow to build complex shapes like nowadays... Lighting's could have been better 'cause it's a bit dark and lacks of contrasts to really enhance the 3D feeling, I like the "orange versus green" combo but the red from the JumpPads is too much IMO... Also, more ambient sounds would have been welcome and the custom soundtrack doesn't fit the overall atmosphere
Gameplay's nice but there's some dead-ends (particularly in the HealthCharger location nearby the MiniGun, maybe interverting the weapon with the medic could have been better) and the area of the Shield should be re-thought 'cause flow is slightly contradictory (jump on the Shield and come back towards the JumpPads or the exit...). Also some z-axis opportunities are lost 'cause there's ramps directly above the ones of the others (again, for example, the Shield room with the RL above) and the main room may be considered as slightly too much open. Finally, it usually works better to group different ammos by two instead of scattering them individually all along the map, particularly in these sorts of alcoves... The KEG is not exactly a problem but the Shield could have been more welcome in there instead, or maybe a Super-Shield...
All in all, it's good for a first map on UEd3
Note: I wanted to rate it 5.5 but the scoring system doesn't allow this, it doesn't seem to be a 5 for me though...
| DaZ 01-11-2003 09:26 PM MST | Rating: 7 | | Love this map, great flow. If Epics "flow maps" in the awaited bonus pack are as good as this then it will be a very nice bonus pack indeed.
Another cool thing about this map is the setting, night time with flashlight lightning around, looks great. Download this, whatever you do :)
| SealClubber 01-11-2003 11:14 PM MST | Rating: 7 | | I like old school DM maps - has a good flow and dosent have a billion static meshes in it!
| 1/2LuNaTiC 01-12-2003 12:09 AM MST | Rating: 5 | | Okaaaaaaaay Thomas "Solmund" Wollbekk. The map is ok. #1 Having more than one jumppad in an indoor map that is not extremely large is very annoying. Learn to use lifts since jumppads send players on the same path and angle everytime making predictable attacks. #2 Too boxy #3 Music does not fit mood of map very well but isnt gonna effect the score im giving. #4 Item placement bleh
I don't see anything wrong with Keg being at a dead-end since you should have to fight to get it and fight to escape with the health.
Now the author..yeah you have a few personality issues to sort out there. Why is no one complaining about Quake DM4? Because most of us don't play Quake or didn't download the crap remake. Now for someone to be bragging about their d!%@ so much you sound like an 11 yr. old. And yeah you need to learn to handle constructive criticism.
| LondonsDArkestChild 01-12-2003 06:11 AM MST | Rating: 7 | | Pretty cleanly made for a guys first map, nothing wrong with the so-called boxy arhitecture imo, as it flows quite well. New tunes work well with it (always beena sucker for new tunes). My only gripes are that theres only 1 corridor leading to the upper levels, from which you can take jumppads to get to all the good weapons, i reckon it could of been better given another corridor or two to get to the jump pad room. Also i reckon the jumppads coulda been made to look more interesting, but then hell, i find emitters bloody impossible to do myself :P Must say im surprised to see MoxNix rate a map above 3...
|
|
|
|
|
|
|
|
|
|