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SP-Zero Black | | Map Info |
| | File Name | spzeroblack.zip | Author | EddX | Gametype | UT Singleplayer | Date Added | 05-12-2003 | File Version | 1.00 | File Size | 14.46 mb | Player Count | 1 | Map Description | Single Player (no botmatch - Unreal FPS style single player) map pack containing 3 playable levels that comprise an underwater Skaarj base, an underwater alien village and a large Skaarj spaceship | Review Rating | -- | User Rating | 6 | 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 |
| Shao 06-03-2003 07:47 PM MDT | Rating: 9 | | How did we play this thing?
| eddx 06-04-2003 03:17 PM MDT | | Nope - there are no missing levels and no level loading issues reported. Not sure what you mean.
Check the readme. Instructions for opening using console or from Oldskool (a launcher for UT specifically for running old style single player maps)
| todeshexe 06-04-2003 11:31 AM MDT | Rating: 0 | | I didn't knew also how to play the thing so I just clicked on the map file and there you go... The thing is that I died very quickly and since I couldn't launch the game again... So I can't really rate the map, unfortunately coz it looks goods and reminds me of my old days FPS stand-alone-mission when I had that peculiar feeling that I had to be aware of anything that could come out from each coners, with my heart bumping out of my chest
| Hellscrag2002 06-07-2003 09:25 AM MDT | Rating: 8 | | If you're posting a comment that essentially says "not rated", please do not put a zero. Put a five. It's the rating that distorts the average the least. As for me, I've started playing Zero Black, but another project has had me distracted recently. What I've seen so far looks good.
| D R E W 11-08-2004 03:30 PM MST | | Wow, these were some huge maps that took quite a while to play through them all. The storyline in the readme file was very elaborate, setting this series off to a great start, but was riddled with spelling and grammatical errors. The introduction map reinforced what was in the storyline and really made you anxious to start your mission assignment. These maps had some huge, basic structures as well as numerous passages and rooms that were well detailed and fitted with high-tech “machines”. The first playable map had a nice lava scene, but was created so that you were unable to interact with the terrain because it was made in a skybox (not sure why). The last playable map had a structure missing (the whole room was copied except this brush), while the very last map was made so big that a Hall Of Mirrors (HOM) effect was present as you viewed out the port of your get-away vessel. The textures used fit the high-tech space theme well, with only minor texturing and cosmetic bsp errors being present. The lighting designs led to some good gameplay and made use of some creative light sources and events. There were lots of ambient sounds, good music selections, and several special events (such as flooding rooms), which all helped create an intense and fun gaming experience. There were a large number of monsters to fight and weapons present, but there seemed to be areas where the ammo supplied was insufficient (especially in the last two playable maps while using unreal difficulty). There were far too many redundant and unnecessary translator messages, which took away from the gameplay, as you had to read them to follow the storyline. However, the maps did a great job of developing the storyline and made use of some creative subplots. The climax of the map, where you encounter the boss (Lord Gu’Vartear), could have been designed better by creating a larger environment to fight him and by giving the boss some unique properties so that you know it is he and not just another nameless skaarj.
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