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DM-Anarchy 
Map Info


 
File Namedm-anarchy.zip
Author|||Loz Hippy :-)
GametypeUT2k3 Deathmatch
Date Added01-12-2003
File Version1.00
File Size967 kb
Player CountUnknown
Map DescriptionNone
Review Rating0.5
User Rating --
Overall Rating0.5



 
Review


ReviewerCrystalfaTAwe Score: 0.0/3
Date01-22-2003Build Score: 0.0/3
Review SchemaCast Score: 0.5/3
User Point: 
Overall Score: 0.5/10

Right then, where to start! on a good note the FPS is great! On a P4 1.5 with a GeForce 3 I was clocking up nearly 200 FPS, but sadly thats where the good points start and end. To be blunt this map is dire, it has no redeeming aspects, textures are bland, atmospheric lighting is non-existent, everything is lit to the same level (bright!). The shape of the level is just a basic hexagon, split onto two levels, with some sort of lava tub in the middle that the slightest brush against results in instant death! Having a look at it the UnrealEd reveals shoddy map design, wacky bot paths, and upon re-building it returns bucket loads of errors, even the basic tutorial rooms look way better than this! I feel bad giving it a review like this but its honest!


 
Map Comments


|||Loz Hippy :-)
01-24-2003 04:29 PM MST
 

Thanks for the review CrystalfaT!, I've heard alot worse critisisms made :)
Id just like to respond to a few things.

Ok nearly everyone has said the graphics suck on this map, and Im not gonna bother arguing the point much there, other than to say I think you can tell I underestimated the importance that people place on graphics.

The lighting is dissapointing I know - I still havent worked out how to light textures lol (can somone help me there please?), the limited amount of static meshes and some of the weapon bases, health packs etc. are lit.
The lava area is meant to cause instant death on touch,like on scorched earth, and you have to stray from the anarchy sign to fall in - if you stay on the metal you live.
The bot paths do look weird - but I am a new mapper who just toyed around until I was totally satisfied with how they played so I think thats fair enough.
If youre wondering what I see in such a map it is this (yes Im a cheeky git and will happily write my own review too ;) ):

It is a contribution to the DM-Pressure style 4v4 TDM genre, in that there is an area of great tactical importance (and at first sight great power) which is actually a real challenge to camp because of the dangers in doing so.
If a team tried to just camp the main room in a clanwar, they would be likely to loose because they would be sitting ducks for snipers (I think few maps utilise the sniper rifle gameplay possibilities well, and this map does well there), and you will be leaving 2 other good camp spots (adrenalin and RL/50a). I envisioned this being a map where there was no obviously right thing to do, so that 1 tactic could be standard, till someone thought of a counter tactic, then someone countered that and so on - like the kind of evolutionary battle that goes on in nature.

There are no messy obstacles to gameplay, there are nice moves that can be done by the lifts and in the main room, and the corridors are large enough that this is not really a spam map. The weapon balance is good, and every weapon is very relevant to the game.

I am putting more time into the graphics on my next map .

Loz :-)



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