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DM-IdolWorship2 
Map Info


 
File Namedm-idolworship2.zip
AuthorBIG-MICK
GametypeUT2k3 Deathmatch
Date Added01-07-2003
File Version1.00
File Size3.26 mb
Player Count8-12
Map DescriptionBest played in low-gravity still playable in normal grav but no where near as much FUN! fast-paced nice-looking and EXELLENT bot support. give it a try! you can always delete it later but I hope you wont
Review Rating1.5
User Rating3
Overall Rating2.5



 
Review


ReviewerMister_ProphetAwe Score: 0.0/3
Date01-13-2003Build Score: 1.0/3
Review SchemaCast Score: 0.5/3
User Point: +1
Overall Score: 2.5/10

Idol Worship is a good example of whats wrong with UT2003 mapping. Too many people are releasing maps with a load of UT2K3 static meshes stuffed into their giant set of connecting cubes and stairs and think that alone makes a map. Ya, I am talking to you Mr. N00b mapper who throws stuff in his big cube and thinks hes Jeremy Graves.

In screenshots this map may look good. But smart people will know right away that they arent looking at a map, they are looking at a bunch of Egyptian static meshes placed into a map from Epics shipped mesh packs and theres no way they can comment unless they actually play the thing. I looked at the pics, I said, "Umph", and I played. The maps layout is huge. You know that Egyptian Bombing run map (the one in the demo) ? Well Imagine one of those big outdoor parts outside the front entrance to each base, put one ontop the other, and then throw even more cool looking egypt meshes in. There are some decent appearances to this map, loose tiles and randomly tilted slab fragments. There are alot of emitters used and while I didnt suffer any slowdown, low end machines may not be so luckey. For the most part, this map looks like the inner bases of Face 3 and those other Egyptian UT2003 maps thrown together to make a large DM. The author also ripped off all the emitters from those maps and placed them in similiar places (those fire torches on the Face statues are still there).

The player load says 8 and up, and thats no joke. Gameplay is really cotton dry, fighting out in the open or running up or down staircases is basically what youll be doing when your not snagged on the meshwork. There are these teleporter things that shoot steam out (and the author didnt bother to put a texture on these tele things so they not only look like that FUGLY UED default tex, but you dont go near them because theres no sign they are meant for any particular purpose) and take you to other rooms. Players spawn in these weird red energy things, some placed in alcoves, and they look like teleporters....but they arent. The author should have used these energy things for the maps portals, it makes more sense that way. The map doesnt have much to offer here, the gameplay is simply not present. Items are placed so close together. On my first spawn, I ran up, grabbed a rocket launcher, then one second later, grabbed a shock rifle, then grabbed a shield which was laying right nearby out in the open, and then I grabbed a SECOND shield armor which was 4 feet away. Apparantly the mapper thought it would be wiser to put all the playerstarts in the hard to reach spots and all the items laying around on the floor.

The Prophets Verdict: Placing meshes does not make a map. This map proves that once again. If you are gonna drop another persons graphix into your map and offer nothing new other than the shipped visual standard in a big subtracted cube, at least have some inventive gameplay to make up for it. This map fails even that. Most of this map is ripped straight from other UT2003 Egypt maps.

 
Map Comments


mrbee
01-13-2003 10:41 PM MST
Rating: 4 
Listen !
dont take the guy to serious here !
juste try again, smaler map , try to fix your lighting
in your future map!
I KNOW IT DOES TAKE A LONG TIME TO DO!
i give a 4 that is 40/100 that is not the best score
but it is more realistic then 15/100
you did put some good effort here and in the future
you will get better, it is sure !
good luck !


Bot40
01-14-2003 01:18 PM MST
Rating: 2 
Too CFWEM (Cube filled with epic meshes :p)

DaZ
01-14-2003 03:50 PM MST
Rating: 2 
lol, gotta remember that one :)

To the author : Keep mapping, but concentrate on the actual layout and basic brush shapes, try not to add static meshes unless they are really needed (for a set piece, some trim on a platform, movers etc...) and just to add a little detail to the map, not overkill like this map here. The best way to learn this imo would be to look at UT maps and see how the mappers used the basic brushes to create awesome visuals, they cant use static meshes but there maps still look better than UT2003 maps in some cases.

Keep it up anyway, its a hard learning curve, I should know :)

Gui
01-17-2003 06:36 AM MST
Rating: 3 
Unfair review IMO

Big-Mick, you already know what I think about your map... Daz and Mrbee have good points too

Keep up and you'll success :)

Note: the map is rather a 3.5 than just a 3 but with this rating system...

Deathbliss
10-20-2004 09:37 PM MDT
 
[Message removed by Admin for violation of comment rules.]

Kantham
10-21-2004 04:28 AM MDT
Rating: 2.5 
Quote : give it a try! you can always delete it later but I hope you wont


i guess its the first thing i did when i dlded this map

slaskan
10-21-2004 12:30 PM MDT
Rating: 4 
plz guys dont be so hard on this guy i mean the map is not that bad i mean yeayeah its almost entirely made by uninteresting cubes and meshes but i was quiet ok anyway and i think that u other guys would prolly have given a higher score than u did now if mister reviewer wouldnt have found all flaws and bad thing about it

but i must say that something is terribly wrong when maps are like this, i mean to easy to make. its easy to make a map but to make a GOOD map still takes alot



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