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DM-Arena Delta | | Map Info |
| | File Name | dm-delta.zip | Author | Friendly Bob | Gametype | UT2k3 Deathmatch | Date Added | 02-14-2003 | File Version | 1.00 | File Size | 549 kb | Player Count | 4-6 | Map Description | Arena Delta. A decayed military base, rusting and crumbling. The screams of the dying echo around it's tight corridors and open chambers, a brutal reminder of the horrors of Deathmatch. | Review Rating | 3.5 | User Rating | 4 | Overall Rating | 3.5 |
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The screenshots of Delta are misleading, the map is actually better than it appears at first glance.
We got your casual tech map here with your typical ramp/corridor setup with machinery surrounding the place. As you’ve probably gathered from the screenshots, the map isn’t awe-inspiring as far as looks go. The map uses standard textures from UT2K3’s Humanoid set, which is rapidly becoming what “Utech” was to UT tech maps. I noticed white lighting throughout the map, some static mesh misplacements, and a lot of the ramps had a plain black texture placed on them. Other than that, the map is fine for an early map, and I applaud the author for not trying to overdo such an early map with misguided extravagance. Construction is basic but not n00b basic, and the lighting, while overly white, does have a sense of decent lighting brightness and radius use, so you won’t see any over-ambience here. No real effects to carry the mood though, so the place seems rather dead.
Gameplay was ok, though I got snagged in some spots. There was this one spot under a ramp where the shield is, and there is one way that seems like you could duck through it but you get caught. Some collisions on prefabs could be better as well. The layout was functional, but uninspiring. You basically go through a room, up or down a short ramp, into another room or corridor that also has a ramp or corridor. Some spots can be death traps, as they are cut into the wall such a way that they seem like dead ends (and you are screwed if you back into one during a gunfight). The author decided to make use of many doors in his map. I usually rant about how I don’t like doors in deathmatch, but sometimes doors can be used properly, and this is such a case. Not only do the doors give the map a sense of mechanical-activity which it is desperate for), but they can enhance the play factor. The doors all make sounds, and if you hear one whoosh open nearby, you know your target is close. Plus, they move fast enough that they never really get in the way. There are the occasional surprises where you’ll walk into a door and it will open with a bot right in your face with a big f___ing gun. Some doors dont open, they are usually placed in those dead spots I was mentioning. Luckily, a wise player will notice that they are locked because of the big padlock covering them, though some people may overlook this since the map is so littered with doors anyway. Oh yea, the map flows good and bots navigate the map well enough for my tastes. Oh yes dont let me forget about the guns. The weapon selection is pretty boring. You got the minigun, shock, pulsegun and that is about it. No Flak? No rocket launcher? No *gasp* Bio gun? Even with the snag in some rare areas, I give it a decent Cast rating since it matches any Epic map as far as gameplay goes.
The Prophet’s Verdict: Visually plain and on the repetitive side. Theme is as cotton dry as this review. The gameplay gives the map some appeal, and this one should play good online.
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| | Map Comments |
| Friendly Bob 05-21-2003 07:24 AM MDT | | Thanks for the review Prophet. One of the biggest complaints about this map is that it is rather boring in the looks department but plays well in the game. It was a learning experience for me to get used to the new Unreal engine, and is certainly one that I am looking to re-imagine. As for the weapon loadout, I purposefully tried to get away from the heavy weapons which generallly equal instant death for anyone on the recieving end, and concentrate on building gameplay around the lighter weapons. I personally think that this approach has worked in this map but general opinion has been very divided. My mapping skills have increased considerably since Delta, and I am hoping to have my third public map ready soon (it will actually be map number 4 for 2003, but my third one has been grabbed for a mappack so I'm not sure when that one will be released). If anyone is interested in keeping tabs on my work, check out my site at - www16.brinkster.com/fancyabrew
| Burner 02-15-2003 01:45 PM MST | Rating: 5 | | Very impressive for a first map, the author has clearly had experience of other map editors in the past. Delta is a moderately sized map big enough for 3 on 3 if you like to keep things busy. I didn't like the amount of sliding doors in this map - they're everywhere and obstruct your view to other areas. A greater selection of weapons would have been nice, I couldn't find anything more powerful than the link gun on the level, no flak cannon or rocket launcher? - criminal. Worth the 549kb asking price without any doubt, just could do with more weapons and more polish.
| SirTahngarth 02-17-2003 05:30 PM MST | Rating: 4 | | a tip for the mapper: doors, and meshes, and geometry, none of them occlude. the only things that occlude are antiportals and zone portals.
| {DAM}MoxNix 02-17-2003 09:51 PM MST | Rating: 4 | | It's really too bad it isn't possible to comment on a map without scoring it...
The author shows potential. He also has the courage to do things differently... Not having rockets and/or flak is bound to draw criticism from some quarters though he is right in saying either one would lead to ownage on this map.
Regarding anti-portals, walls do not occlude, antiportals need to be put in the walls if you wish them to occlude. The wall surfaces themselves also have an anitportal property that can be checked. I've never used the antiportal surface property though, so I have no idea if it works or not. :) Framerates are terrific on this map, but that's due to it's simplicity, rather than the antiportals. In fact the only antiportals in the map are in the doors and they hardly make a difference.
Speaking of doors... I really don't like doors in maps... Especially not when there are lots of them and some of them don't even open.
Item placement I didn't care for at all. There are just 3 weapons, mini, shock, pulse and only 2 ammo packs for each weapon. For powerups there is a 50 armor which IMO isn't well placed. Health is extremely sparse, there is a single health pack and 6 health vials.
There is also a wildcardbase which can give you keg (1x), 50 shield (2x), amp (1x) and ordinary healthpacks (2x). I don't care for too many different items on a wildcardbase and I don't like ordinary healthpacks (or vials) on it at all. IMO it would have been a better choice to have it cycle amp, keg and 100 shield or just amp and 100 shield... Or put the items on thier own bases in seperate locations.
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