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DM-TheMoment-SE | | Map Info |
| | File Name | dm-themoment.zip | Author | [morpheus] | Gametype | UT2k3 Deathmatch | Date Added | 07-19-2003 | File Version | 2.00 | File Size | 1.87 mb | Player Count | 3-5 | Map Description | If the over-orange Scream managed to burn out your eyes, relax them on this map... This map has been updated with version SE. The bots now get the amp for example. | Review Rating | 6 | User Rating | 7 | Overall Rating | 7.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.5/3 | Date | 10-26-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 2.5/3 | User Point: | +1 | Overall Score: | 7.0/10 |
There is a moment in DM-TheMoment-SE, when I found myself running off a platform, along a line of pipes that were erected in and out of the industrial zone about me, and the pipes made this strained squeal as the weight of my buff and in shape Agent Smith player model ran along the rusted fluid conduit. I smiled like an idiot as the sound lit up my speakers and I realized that somewhere, some angel just got his wings and nailed a supermodel. Moments like that make this map, properly named, a memorable play time experience, even with the errors I noticed.
The author admits in his readme that he took some factors in my review of DM-Hardcore (a stricly “diet coke” industrial DM in my humble and often ignored opinion) and it shows. If I recall, DM-Hardcore was one of those generic tech maps that was all cliché and no backbone, no rhythm, no fire, no inspiration. You know, the kinda tech map that gets thrown about as often as some fat American broad suing a fast food establishment cus she spilt ketchup on her sweater or because the food made her fat (insert gasp here). The point is, this map is a fine example of what should be done in any new tech map made for UT2K3, even though this map has a few bugs.
The mapper went a long way to make this map seem more like an actual environment, and I applaud him, great stuff dude! As for the rest of you punk mappers reading this, pay attention! This map isn’t a diamond in the rough and isn’t a great map by definition, but it makes an honorable attempt to strive for something more. I’ll start with gameplay first. Why? Cus I said so.
This map has soul, the game is paced very nicely and is based around a primarily Z-Axis situated environment. I was reminded of DM-Victoria at times, only without the big room in the middle. Also, I am pretty certain that this map uses a particular rust texture made by Lruce Bee for DM-Victoria, but I can’t be certain of its origin. But anyway, the map is loaded with constant action, which I liked, I loaded up 3 bots and always had bullets flying my way. Layout is good and items chosen are also spiffy. There were some collision fuglies I noticed, and there is a lift that I got caught in once, but other than that the collisions are avoidable and don’t hinder movement really, unless you’re stupid, but can be distracting. Bots performed very well, they knew the map better than I did…at first that is. I lift jumped my way to fragging a few times, and double jumping has its place when needed. The use of sound fx in gameplay strategy seems like the author took tips straight out of an Hourences tutorial, because boards creak and pipes groan.
Visually, the map resembles most of the ut2k3 tech maps out there, using textures that were used in DM-Asbestos (I made sure that the current 2k3 tech map I am working on uses none of those, since they are getting worn out). Perhaps if the Humanoid texture sets were given new life or used in an original way, they would seem less repetitive, but this map doesn’t try to give a new feel to tech, only present a place that should already be the standard. I fear the set will go the way of Utech1 and SG-tech for UT1, into the dark chasm of the repetitive hole. But The Moment has enough One-eyed-Jacks up its sleeve to make the common player fold. The details in the map are generous and welcome, but certainly not new. There are the loose tiles, the stack of three wooden planks placed near a wall, vents with fume emitters, intricate pipe work bordering the map, and ramps. There is even a chipped away brick wall with red lights inside. But there is a particular charm to the way all this detail is set up, and the best part is that none of it effects playability, which is as clean as a Catholic nun. Playing this map, I noticed the sources of inspiration from several previously released maps, which include DM-Victoria, DM-Amon, and various David M maps. Sometimes when a mapper tries to stuff all these ideas into one, they crack under the weight of overpopulating detail (see Angelheart) but not so here. The industrial detail is set just right, and there is enough real “industry” going on to make the place seem believable as a location, which can’t be said for DM-Hardcore, and even DM-1on1-Aplu2 (though Alpu2 was still a good map for other reasons). There are bugs, and they are noticeable. Lighting could be better, and you’ll agree. There are some nice shadow effects present, but a lot of the lighting doesn’t seem right, and the sky cast may be a bit too orange for some people. There is a weird BSP glitch (I think) near one of the lifts, which IS very noticeable to someone with a keen eye such as myself. The windows that were used cheaply in Asbestos get a better chance here to prove themselves, but fail. They are just too green and ugly and overlit, especially where they were placed. I am not a big fan of distance fog, but for industrial maps like this, it seems to remedy the visual look somewhat.
The Prophet’s Verdict: Aside from some collision issues and possible lift fuggers, the map gives a good industrial, Z-axis game, good for small games. Visuals come with both pros and cons and they cancel themselves out. The map, even as an SE, could use a lot of fixes, but at least this map is going in the right direction. When so many people seem to settle for less, maps like this attempt to give us something more. I’d love to see a newer rendition of this map when the author hones his skills and fixes some of his errors. But in the longrun, this map is an example of what we in the mapping world should be doing with the new engine. Sorry folks, the true maps are rare and the accepted norm is way below where it should be. The Moment gives the average mapper a reminder of the kinda above-average effort most 2k3 mappers should be going for, otherwise the game will get stale, fast.
NOTE: The reason you don’t see a pic is not because I am lazy, but because of some uploading window problems that wouldn’t let me post them. I took a real cool shot of me jumping in the air over some ghey bot in my Agent Smith Model, looking at the screen in cool shades as if saying “I am the sexiest thing alive.”
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No review screenshot available |
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| | Map Comments |
| BoDyLoTioN 04-24-2003 09:16 AM MDT | Rating: 5 | | Some nice work Morpheus although u should work on some more features in my opinion. It's a good map, nothing more.
| Fuzzy Logic 04-24-2003 07:22 PM MDT | Rating: 8 | | This is a map worth playing. Nice flow and lots of z make for plenty of action. The bots do ok, though I did notice them passing up the chance to pick up some weapons, and I didn't see one go for the amp. Average looks, but that isn't why we play the game...
Great map to play - I'm keeping this one :D
| JAMIRO 07-18-2003 10:09 PM MDT | Rating: 8 | | Very good map, this will stay in my HD..keep the good work!!
| SirTahngarth 07-19-2003 09:18 AM MDT | Rating: 5 | | not posting to rate.
What makes you say the download counter is malfunctinoing? not as many downloads as you'd like ; |
| zeromorph 07-19-2003 11:23 AM MDT | Rating: 7 | | Like this map mainly because of the z-axis play. Only niggle is the damage amp, bots don't want it simply because it's not placed on a pick-up base, which aids their pathing to it.
| Aggressor 10-27-2003 03:47 PM MST | Rating: 6 | | I had a debate on that map with Morpheus a long time ago and have nothing to add to prophet's rating..
| Manticore 10-28-2003 02:31 AM MST | Rating: 8 | | Good things come in small packages (sometimes/this time).
| [morpheus] 11-06-2003 03:22 PM MST | | Well thank you people. :)
| ][Evil 11-09-2003 05:03 PM MST | Rating: 7 | | There is one place where I don't understand where a red light comes from, the wall or the pipes...Though nice map ^^
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