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DM-PressurePoint | | Map Info |
| | File Name | dm-pressurepoint.zip | Author | hellfirexq | Gametype | UT2k3 Deathmatch | Date Added | 03-16-2003 | File Version | 1.00 | File Size | 3.64 mb | Player Count | 4-12 | Map Description | None | Review Rating | 4 | User Rating | 5 | Overall Rating | 5.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.0/3 | Date | 04-02-2003 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 5.0/10 |
First UT2K3 map I’ve blessed with my insight for some time, has it been 2 weeks already? I wasn’t much impressed by the author’s last map, and this one fails to stun me as well, but it’s a decent map with some standard elements in here.
The visuals were the map’s weak point. Lots of you don’t give a crap about looks anyway, but stick with me. It’s not that the map looks bad, it just looks vague. You have a facility with lava flowing in the main areas and outside contains grassy hill zone. Considering for a moment that you have a facility that specializes in pumping and storing liquid hot magma, would the huge outdoor area which is a mere 20 meters away from the vast lava pool be alive with color, grass, foliage, water and sunshine? Whatever, I don’t really care, good themes are rare for this game anyway. But the facility itself is rather unconvincing, made up of basic subtraction and mesh use, as well as typical white and slightly colored lighting for the rooms that have lava. A lot of the texturing seems odd, especially on the meshes. Some meshes were plucked straight out of basic mesh packages and have simple one texture disease. I saw one of those ceiling pipe meshes with the hanging light bulb and the whole thing had a concrete texture. Concrete for a light bulb? The rest of the map shares similar traits. The terrain areas are done well enough, standard and average, but they are definitely the best parts of the map. All in all this is just another simple looking compound environment that exposes itself to UT2K3’s pretty terrain. I give a 1 for awe since the texturing job is done poorly and some areas seem a little too simple.
Gameplay is ok, it would fit in with UT2K3’s stock maps so I’ll give it a 1.5 right off the bat. The layout is ok, some z-axis for flavor. It may annoy some of you to know that the terrain is very one-way style, either to or from, so be warned. There is a water zone in here for a quick swim to a power-up, and it’s brief enough not to hinder flow. Performance is good, but bots make some cheesy errors in places, most notably near the water zones. Fun for a little while, but it wears thin with such an uninteresting environment and a gameplay-by-numbers gig.
The Prophet’s Verdict: Needs some more work on textures and lighting to bring it to a rounded average map. Then again, the Prophet’s 4 is another man’s 10.
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| | Map Comments |
| hellfirexq 03-16-2003 02:02 PM MST | | I have no idea why the screenshots have reds as blues... but the lava and fog are very much red, and you can check out better accurate screenshots and information here: http://www.planetunreal.com/dmcb/unrealt2k3_dm_pressurepoint.shtml
| SirTahngarth 03-16-2003 06:42 PM MST | Rating: 5 | | Its ok, NC just loves the color blue so much when it sees red it changes it to blue ;p If I had any idea how this stuff worked, I'd try to help them fix it :) Not too bad map here. Preliminary findings are good looks, yet not being too cluttered. ill have to play it a few more times before I can get into greater detail though :)
| CTFX1 03-17-2003 12:21 AM MST | Rating: 5 | | i thought it was ok as well, not superb, not supreme. The biggest thing "wrong and unatural about it was the magam! it doesnt move! and also there were some solid looking sheets in there that had no blocking volume around it to prevent people from shooting through it. I suggest you try making a map that is all interior like in the third screenshot, really i think you have real potential there, maybe make a cave like map with those pads like in the 3rd screnshot? but next time make sure the magma moves and spumes and has some smoke, your magma was the dullest i have ever seen other than the texture itself looks nice.
| DialAJunk 03-18-2003 05:18 AM MST | Rating: 5 | | Its okay. Kind of bland visuals indoors, but that does keep performance really high (yin yang effect). The wierd thing is when the outdoors suddenly comes into view, the performance drops drastically. You should have used an antiportal out there. The outside part doesnt feel like it belongs in the map anyway, so you could have left it out completely.
The layout isn't that fun with Deathmatch. It's too spread out really; just doesn't feel like its made for DM.
NOt a keeper, but not bad either. Work on layouts and balance optimization more. You also had tons of performance room for more detail. But don't make parts that cause a performance drop from other parts of the map. Nothing is worse than going from 85 fps to 25 in an instant. Its just a small outdoors area for goodness sake, make it perform good at least. Btw, love the shadows inside, good work on that.
| Claw 04-03-2003 09:34 AM MST | Rating: 4 | | On spot review.
| ][Evil 04-05-2003 04:32 PM MST | Rating: 6 | | It has been a long time since I have made any comment about any map that I have played. Anyway, the comment: This map is a good map, even though its true about the grass/lava thing. One question that goes directly to the author. Why doesnt the lava move???...Well, anyway, its cool ^_^ one last question to the author if this map is a "top secret" prision, where are the "rooms" or however you want to call them.
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