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DM-Uwharrie | | Map Info |
| | File Name | dm-uwharrie.zip | Author | TomWithTheWeather | Gametype | UT2k3 Deathmatch | Date Added | 03-27-2003 | File Version | 1.00 | File Size | 13.67 mb | Player Count | Unknown | Map Description | None | Review Rating | -- | User Rating | 5 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| LoserMan 03-28-2003 03:55 AM MST | Rating: 5 | | Very decent map, good mix of close quarters and open field fighting. The area around the little pool with the plasma rifle above it seems like a real center of action.
I liked the waterfall, very well done. Also, I'm glad to see people put in the time to make custom cubemaps for reflections, it really dulls the effect when the reflective water is showing something totally different. (Though I have thought about making a map based on completely unreal things, where the mirrors reflect wrong parts of the map, the light sources emit dark, etc.)
I was warned about the performance, but not as bad as I thought. (Read: Nirvana][ running at 8fps bad) I never dipped below 25fps with 10 bots.
The sounds were the real annoyance, it seems like every 5 seconds there's a wolf howling. Started getting to me after a while. However, too much sound is better than no sound.
The lighting was a bit flat, but it was sourced properly, and made for a well-lit fighting environment, if not really interesting.
There was one large rock near one of the rocket launchers that wasn't lit, I know it's a PITA to get those to light correctly.
In a few spots edges of rocks sticking up slightly looked like you could walk over them, but they stopped you, this is probably due to the low poly collision mesh being slightly larger than the visible rock, some blocking volumes to smooth the walk over them would help.
All together, this is the sort of map I want to see as a high average, so it gets 5. (My view on the numerical scale: 0 is reserved for things like unlit boxes with one spawn point, and 10 is for maps that manage to recreate the feel of an environment like something from a prerendered adventure game while maintaining retail map level performance, and having gameplay better than that of good ol' Deck16, so 4.5 is my average, and 5 is slightly above)
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