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DM-Imago | | Map Info |
| | File Name | dm-imago.zip | Author | Mr.Prophet | Gametype | UT Deathmatch | Date Added | 01-15-2003 | File Version | 1.00 | File Size | 3.2 mb | Player Count | 2-6 | Map Description | None | Review Rating | 7 | User Rating | 7 | Overall Rating | 7 |
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| | | Review |
| Reviewer | Twrecks | Awe Score: | 2.0/3 | Date | 01-18-2003 | Build Score: | 2.5/3 | Review Schema | Cast Score: | 2.5/3 | User Point: | 0 | Overall Score: | 7/10 |
In this place the Imago kills my soul
Or says the writing on the wall. Like the last Mr.Prophet map DM-Chimeara, the readme comes with an interesting story. The tight confines and level of deterioration compliments the short tale effectively but is not required reading to play this map.
DM-Imago is some sort of underground facility with a techy features punctuating the broken stone, brick and steel interior. Wood planks abound to aid the fragger in the way of ramps and bridges. What seems to be daylight from a jungle above lights the cieling while red lights glare from under stairs and behind bars like watching animals (?) The level is split by a chasm of really hot rocks, NOT LAVA. on either side of the deadly sauna are larger rooms where most of the fighting will take place. A couple of side passages and part of the Rocket Launcher room from DM-TimeCrash hem in the level. And YES there are crates, chains, air ducts, fans, grills, and other eye candy aplenty. Another nice feature is a small greusome trap, though quickly slipped in and out of, the triggers can also be shot to catch your prey.
The general breakdown: Fun: Again, YES, partly because of the abundant eye-candy, but mostly to the fact this map has no other purpose but fragging in mind.
Playability: Some Z-Axis (Translocator not needed) built for in-your-face combat. Not an extremely High Poly map, older systems might burp at the polycount. However, it is enough to prevent this map from finding alot of time on servers. No bugs except the occasional HOM will keep players at bay.
Bots: Not what you call Einstiens, they do benifit from some higher AI in the form of distance view triggers to give them a heads up. And ther are alot of those. Bots pefer the two larger rooms with the heavier pathing.
Flow: More of a tennis game as it is difficult to traverse the map till you get to the ends. Some of the brush work may snag if close to the walls and theres not much room to dodge so be prepared to grab some armor/health and suck it up.
Items: Fairly well populated. The power ups are well situated (the U-Damage in the trap). Weapons/ammo lack finese are littered about, forcing pickups in some areas because of the lack of space to manuever.
Theme: Imago is a jumble without any concrete theme. The tech items feel out of place with the older decay that grips the center of the map, with the very middle, degrading to barren rock.
Architecture: A collection of "cool stuff". Detail and believability are strong without any real continuity.
Lighting: Maybe on the dark side. My pics got washed out attempting to bump up the brightness. The somber darkness does add to the atmosphere, and what light sources there are, are well realized.
Textures: Very good placement/selection/alignment/scale. All those things that keep a candy map a pleasure to look at. Plus a few extra thrown in by the author.
Sound: Again, a multitude to select from are used, including the custom UMX from DM-TimeCrash.
SUMMARY: First, this is not a big map. The authors recommendation of 2-6 players is spot on. And may be SEMI-SUITABLE for some one-on-one tourneys, with the forced pick ups alerting the opposition. What is detracting is the maps non-presence. It cannot be quanified as any particular known place, or setting. Imago does typify a style of tight mapping without arenas and without the old room-corridor-room play. Starting from the ends, a route to victory can be planned by players and the quality of build deserves a mappers comment. No sneaky hidden rooms or secret stashes will obscure the learning curve, and a tiny reward is there for the Ued skilled.
NOTE: This a conversion of a Nali Pirate review origanally posted on NC 1/12/2002. Pics were blown up from the 213x173 size. |
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| | Map Comments |
| Fuzzy Logic 01-15-2003 06:39 PM MST | Rating: 9 | | Action in this map is fast and furious, coming from all directions. There are enough weapons to keep 5-6 going non stop. The map is well thought out and well made. One of the most exciting maps I've come across. Great work!
| ZBREAKER 01-17-2003 10:51 PM MST | Rating: 7 | | Masterfull level design from the Proph as usual....but I cant't help but thinking I'm deathmatching on Xidia!
| BeWilderBeest 01-18-2003 08:54 PM MST | Rating: 6 | | Pretty good map, but not without its problems. The layout of the map is pretty bland, being mostly straight corridors, attached to a few rooms with mild z-axis. Lots of detail in the architecture but it doesn't feel 'solid'... all the detail appears to be tacked on, rather than an integral part of the map. Of course, that's just my opinion. Item placement is ok, but seems to be just thrown out randomly (or so it appears to me). Still, this map is great fun and a good effort.
| FlakMonkey 01-19-2003 07:13 PM MST | Rating: 8 | | Wicked desing and great gameplay, love the trap.
| gyokusai 01-19-2003 07:54 PM MST | Rating: 9 | | Wow. Gameplay, atmosphere, details, story! Whatever really happened at this facility, you can still feel the shadows of madness and of lurking evil thinly veiled, ready to rise again the very moment you're sufficiently distracted by dodging simple, worldly bullets.
| Mister_Prophet 12-28-2004 02:36 AM MST | | There is a severe lack of theme in this map. I focused more on gameplay, but even then I overlooked some glaring flow errors. I think i achieved an average looking map with some above average gameplay in places.
| Homeslice 03-19-2003 04:17 PM MST | Rating: 8 | | What they said. Good work!
EDIT: For more on how I felt about this, expect my review of this map on Insite within a few days.
| darthnili 02-05-2003 04:53 AM MST | Rating: 6 | | visuals are ugly, lighting is average. RCR-syndrom, layout too flat. Really donĀ“t know the heck about it. Solid but nothing outstanding
| GigaVolt 02-17-2003 12:03 PM MST | Rating: 5 | | maybe a bit too much on look, it got boring, cool music though
| Mxtrmntr 02-20-2003 06:43 AM MST | Rating: 7 | | doesn't really have a proper theme, but the atmosphere is still very good. i never liked the map's gameplay that much for some reason, but it's a decent map, nice stuff.
| theBAMNman 03-03-2003 06:38 PM MST | Rating: 7 | | There may be not theme, but there’s definitely atmosphere. There are HOMs in the foggy areas (like the screenshot) on my comp, but oh well. The layout (NOT the architecture) is boxy and kinda room-hall-room. The gameplay is balanced but limited, and I found I was using my enforcers more than I would’ve liked after respawning. The items are not well placed flow-wise, and the bots are notably easier than usual. Still, solid and fun - a keeper for me!
| DagrooN 03-04-2003 01:37 PM MST | Rating: 7 | | atmosphere is awesome in this map
| storm 03-14-2003 11:38 PM MST | Rating: 10 | | prophet is GOD!!!!!!!!!!! download his other maps and ghostwheel i didnt have any problems with it infact its is one of the best maps for ut i think there are alot of peeps surporting me here
| Shao 07-01-2003 02:00 PM MDT | Rating: 5 | | This Maps is good But I am Not Intersted.
| [morpheus] 07-02-2003 10:54 AM MDT | Rating: 5 | | I'm not an ass sucker. 5.5 for slightly above average.
| Nahand 08-06-2003 07:18 PM MDT | Rating: 7 | | No matter what, this is a great map. Now some facts:
1. I have this map (DM-Imago) and another, DM-TimeCrash. Both, at a time, share some arquitecture, and you could almost say they are interconnected (so to speak); BTW, i like BOTH!.
2. This, like someone commented, is a level of Xidia GOLD, a SinglePlayer MOD you can download and play with UT. So, i guess gameplay isn't EXACTLY pointed for extreme Deathmatch, BUT is still a worthy map.
I liked it.
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