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DM-TheBlackCrypt | | Map Info |
| | File Name | dm-theblackcrypt.zip | Author | bah_mee | Gametype | UT2k3 Deathmatch | Date Added | 03-10-2003 | File Version | 1.00 | File Size | 11.01 mb | Player Count | 2-10 | Map Description | Deep in the Ebon desert lies The Black Crypt, A refuge for users of the darkest of arts. This temple leeches its power from the trapped souls that lie within. | Review Rating | 3 | User Rating | 5 | Overall Rating | 4.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.0/3 | Date | 03-10-2003 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 0.5/3 | User Point: | +1 | Overall Score: | 4.0/10 |
This map doesn’t sport the most original name I’ve heard, but it is fitting to the theme. The Black Crypt is essentially a gothic crypt surrounded by a towering castle that stands above a rocky wasteland and a large enclosing wall. Numerous graveyards and decaying rocks and plants scatter the terrain. In the sky is a swirling ring of what I can only assume is a dark-magic storm cloud that shoots lightning bolts at the tower (basically the sky from that lava Epic map ported into this sky). This map is a good attempt, but in the end it reminded me a lot of the film “Pearl Harbor”; it uses the latest effects to present a continuous pattern of cliché material that lacks depth and throws the whole point of the plot off center with a tedious and predictable love triangle….erm, well maybe minus the love triangle for this map.
Visually, the map looks average. It has a lot of meshes in here, both stock and custom, and the author did a good job placing them, but they feel a bit to cluttered in spots and the parts of the map that were done with BSP look rather stale (a few staircases I noticed especially). Lots of emitter effects exist in here, but a few of them lack purpose and a few seem incomplete. For instance, there are these downward flowing water fountains (or it could be fumes, I am pretty certain it’s water, not many sound effects to convince me) that enter a large tub, which you can jump into by the way, but the tubs aren’t filled with water. Just running water and then an empty tub. Also, the torches seem to levitate a foot above each torch, but this just could be energy or something and not fire (it looks like fire). The author did put a lot of stuff in here for theme, lots of coffins and skeletons lying around, even some loose tiles and wrecked fences. All and all, the map looks ok, but enough inconsistencies are present and noticeable, so the awe score is 1. But damn, this map looks much cooler in pix, doesn’t it?
The gameplay is what killed it for me. This map stutters horribly and won’t make a decent online experience. I suspect the loads of open emitters plus fog plus meshes did this. Bots are predictable and they get stuck often, and so did I. Lots of stuff was on the floor, may it be rocks, bones, coffins, chairs, it all got in my way and I found myself instinctively jumping throughout most of the map so I wouldn’t get caught. Item placement is also out of wack, there will be like 3 adrenaline pick-ups in a corner or outside against a far wall or maybe three health vials, or something odd like that. Weapons were a little too annoying to grab at times, like the Flak and Rocket. Bah, the flow is horrendous, but that was because of the above mentioned stuff. Simply put, this doesn’t make a very good game. Even with a pumped machine, like mine, and against 4 bots, the map plays like a slideshow most of the time and you end up tripping on everything in your path. There are teleporters, but they only add to the confusion.
The Prophet’s Verdict: Not a bad looking map, but not very fun to play. I see some signs of talent in here, the author has an eye for debris and things. But this mapper needs to focus on flow, playability, and all around solidity. I’ll be watching for better attempts in the future, but as far as this map is concerned, I really won’t be playing it again.
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| | Map Comments |
| bah_mee 03-11-2003 02:46 AM MST | | thanx for the review!
I wanted to see how far I could go with the new editor, I was working on making a different type of level than most I have seen and it did not work in playability too well. I was trying to make the Monk statues look as if they have trapped souls falling from the statue, thats why the strange help me sounds. personally I still like the atmosphere I acheived! More to come.
| mersil 03-11-2003 10:38 PM MST | Rating: 8 | | Nice map imho , i have also just released a map in "similar" theme . These are some maps that hasnt been "Done to Death" like all these Industrial warehouse maps that are Flooding the scene.
They are so Un-Original i remember the old Quake Days with all that metal stuff. Everyone seems to be building Clones. there are only a Very Few real New Ideas i have seen lately.
with this New engine , im wondering why all the "Experienced Mappers" arent building Beautiful Works of art.
keep up the good work.
| badface 03-14-2003 01:51 AM MST | Rating: 1 | | give ya a 1 fer trying........................its to dark.........
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