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DOM-Wasteland | | Map Info |
| | File Name | dom-wasteland.zip | Author | Mister Cope | Gametype | UT Domination | Date Added | 05-23-2003 | File Version | 1.00 | File Size | 5.69 mb | Player Count | 6+ | Map Description | This is indeed a rather large outdoor map. so 6 players at the very bare minimum
It is tailored for a rather more slow-paced way of playing than the usual DOM maps, and works best with a good few players and a Control-point total.
A few collision errors are present, and a lighting error or two, but this is the most stable build of this map, for a very long time. yes, this is as good as it gets, BSP-wise. | Review Rating | 5 | User Rating | 8 | Overall Rating | 6.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.5/3 | Date | 05-27-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 6.0/10 |
I feel for big maps, I do. I understand the love some people have for huge outdoor maps, because in my early days of UT deathmatch, I always owned the big map scene. Id sit on a perch somewhere in DM-SpaceBeacon, clutching my sniper rifle as I scanned the spaceport below me….suddenly a figure emerged from behind a pillar about a mile away, making a quick run across the vacant vehicle lot and to the doorway of a storage garage. I’d follow his path, my sights about an inch ahead of him as he closed in on the doorway. The doorway was his safety net, he was a freshly spawned player named Cloud, a young gamer from Holland who loved the hunt almost as much as I did. Cloud knew that the outdoors were a deathtrap, there were always snipers searching the place. I had seen Cloud spawn, but his position was vague and I had spent the last 2 minutes trying to follow the direction he had headed. As I followed him now, I noticed the familiar Flak Cannon nestled in his mitts. Flak Cannon, an indoor weapon in this map. He needed a sniper rifle and he knew it. The rifle lay inside the garage, waiting for him. But I was also waiting for him, watching, waiting. I had one good shot, one good chance to end him then and there. If I merely winged him, or even missed him completely, he would know my location and hunt me soon after he obtained his own rifle from the safety of the garage. The garage had many exits, and I knew that once the element of surprise was compromised, I would be in danger. The two other players in the map, G-Man and Stud7, were nowhere to be seen, I assumed they were inside looking for the long range weapons needed to survive the map. But they were not important, right now my objective was Cloud, he crossed the lot and was a mere few feet away from the door. I waited, If I fired and missed, he would noticed and dodge jump his way to the door. I could not have this, I could not make him aware of my presence, until I fired that one round across the carved out crater spaceport and into his left temple. He was there, right in front of the door when I was about to pull the trigger. But something happened, something I did not expect. The door opened prematurely. Whatever the reason, Cloud saw it first and dodged backwards, firing flak shards at the door. I noticed the other player emerged from the doorway, firing back with a rocket launcher. It was Stud7, his Raw Steel player model easily identifiable. They both fired a volley of projectiles at each other as they ran, circling each other across the lot. I took their shared distraction for granted, and drew a bead on Stud7. One shot. A mile away, in the large empty lot, Stud7’s head was blown off his shoulders. Cloud paused for a moment, but only for a moment, he knew right away what had happened to his target. He ran, bolting for the door as he had done before, but as I had feared earlier, he was jumping and dodging his way, completely aware of my presence. I had to act fast, I fired a single shot as a puff of blood exploded from Cloud’s lower torso. Belly shot, the blood from the exit wound slopped against a light post. He kept running. I fired another shot, which missed and buzzed past Cloud, hitting the wall of the garage. The door to the garage was closing as Cloud neared it. I had one last shot. I fired. My last bullet soared through the air, past terrain and buildings, past satellite beacons and radio towers, and nailed Cloud in the left temple as I originally planned. His dead body continued to move with the forward velocity of his running and fell dead through the door, it closed behind his corpse. My victorious double kill was short lived as I flew back in shock, I had been shot in the body by another sniper. It was G-man, apparently he had been hunting me as my gunfire alerted the other sniper to my presence. I sidestepped, blood decals staining the BSP rock wall behind me. I zoomed out as I ran, looking for G-man, He was in one of the buildings, for I swore I had seen a muzzle flash in the corner of my eye. Another shot rang out as a bullet hit the ground near me, and I immediately saw the flash from the Beacon tower. I made a quick decision and jumped off the mountain perch I was resting on. I fell for a distance and landed on the roof of the building below me. As soon as I landed, I took damage from the fall. I quickly zoomed on G-man and fired. I winged him and he began sidestepping, firing his gun in mid run. I didn’t hear his gunfire, only the flash, but his slug nailed me again as my life flashed an unhealthy 30. Thank god for body armor. I fired as I ran sideways, missing him as he ran and fired back at me. He missed as well, and I jumped off the roof and landed in an ally, my life bar flashed as it dropped to 18. Another bullet hit the wall behind me as I ran forward along to ground level of the facility, and aimed high at the top of the tower. I fired. I saw a familiar mushroom burst of red as G-man’s body fell off the roof of the Tower and landed several hundred feet on the concrete below.
Ownage.
Even though I have developed a taste for smaller maps and now prefer them to any other size configuration, I still smile at the sight of a well-constructed large map. I beta tested Mister Cope’s Wasteland several times, and the map has come a long way since the original versions. His map reminds me of the once revered love I had for a long and patient big map, or at least it does in deathmatch version (which you can play by swapping the DM over the DOM in a copied unr). DOM-Wasteland takes place in a large snowy terrain zone, with high and low cliffs, mountainous terrain, battered shelters, caves, and a large central bridge that serves as a sniping point to the surrounding control points. The map is big and requires a good amount of traversing to cover all the bases. Luckily, the translocator can provide some interesting battle strategy, since you are able to teleport over some slopes.
Visually, the map isn’t uber advanced, and NO large map should be. You have a mountainous area with a moonlit sky and torch lit pathways to and around areas of the map. Some ancient formations exist and there is also a large abyss, which will swallow you in darkness if you misplace your step. The map looks about average, Cope didn’t through in a lot of detail here and for good reason; playability.
Gamplay is good if you enjoy a large map, and if you are one of the lesser-sized groups of UT players who can still get it up for DOM maps. Three control points reside in this terrain zone, Though they could have been more. Bots play the map better than you do, so watch out. It takes some time to understand the terrain and direction of things, but once you figure it out then it’s clear sailing. There are some secret inventory areas, like the superhealth ruins and the shield belt cave. They are kinda out of the way, but if you like big maps then you don’t care anyway. Framerates might stutter here and there, they did for me at times, but only because of the map’s size. Fast PC’s will be fine, if you can’t handle it go chew the bark off my big fat log.
Some errors do exist still, which prevent me from raising the score higher than it is. Occasional bsp shadow errors lurk around (though not play damaging). Cope used a terrain tool for his environment and while it looks good, a few spots can snag you, but they don’t interfere too much. The problems are mainly due to the massive bsp scale of the map.
The Prophet’s Verdict: Many of you will disagree with the score I’m giving this map, but the bottom line is, the map established exactly what Cope wanted, a big terrain map with big map gameplay. It isn’t stunning, but the visuals are decent with satisfactory lighting and well used coronas, impressive bsp terrain with the kind of large gameplay that will make big map fans get wet all over. Add a point or two if you like these kind of maps, minus a point if you don’t. And if you reply with comments that say “10” and your comment says, “j00 rox my dude, your map is totally roxxors”, then please, don’t reply at all.
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| | Map Comments |
| Rob 05-24-2003 08:19 AM MDT | Rating: 9 | | This is what I call kick-*** outdoor.
| Vertigo 05-25-2003 03:50 PM MDT | Rating: 5 | | not so good for many reasons. First. the map is huge. when i say huge y mean HUGE. 2nd: there are only 3 control points too far away from each other.
3rd: High polycount in many places.
4th: compared with the size of the map, the weapons are escase. Also the ammo and med boxes.
5th. too dark at some places ( but that could be only in my comp)
6th: there are several colision probs.
7th: my english sux too hard
After playin it on LAN i gotta say: it plays better with 4 teams. 3 players per team. AND playing as a tea 8th: my english suxx more each passing day
| Mister_Cope 05-28-2003 01:13 PM MDT | | Fair review, thanks proph. erm, nice story too, btw ;)
| Claw 05-29-2003 06:26 AM MDT | Rating: 6 | | lol, nice story, but you could really have said a little more about the actual map.
I found it nicely atmospheric, with such details as a mysterious humming sound close to one ancient structure. The large cavern, while not relevant to the gameplay, an interesting feature.
PS: I didn't mind the darkness much, as the largest and relevant part of the map is outside, you don't get snatched on small geometry elements alot because it's too dark. Of course you can get a bit lost if you don't pay enough attention, but then that's what happens if you take a walk in the mountains at night ;)
| Mxtrmntr 05-29-2003 04:54 AM MDT | Rating: 6 | | Heh, liked the review :) For standard UT, I usually prefer smaller maps as well, but this one is quite a decent kind of large outdoor map. I want more cold, icey stuff. This map might not look too great, but captures this kind of alpine, lost atmosphere nicely :)
| <[DecoY]> 05-31-2003 08:11 AM MDT | Rating: 9 | | great review...
wait, that was the story...
[EDIT]played the map:
... YEEHAAWWW!!!! Finally!! a domination fragfest, where can actually play God himself...
I played with 15 bots split in 4 teams... The carnage that follows is awesome!!!
No 10, because there are some points that could be improved... There always are!!!
| Shao 06-03-2003 07:14 PM MDT | Rating: 10 | | Woohoo!!! THIS MAPS IS FUN!!!!!
| blazerunner 06-05-2003 02:44 PM MDT | Rating: 9 | | Killer map! I like big places but this was a tad bit too big for a domination map. But what the hell, It's a kick ass map overall!
| Dat_Podsol 06-06-2003 05:30 PM MDT | Rating: 8 | | Multiple routes to my dom points, enemies leaping over my head on slopes and jumping down from heights, camping points so i can sneak up on them un-awares (*ha-har!*) and other joyous features await me on this map. I can also play in DM and LMS (-"I'm a hunter, i go hunting"). 8 out of 10 points prefer wasteland.
| MajorM 06-08-2003 01:07 PM MDT | Rating: 10 | | This map is great! I like big outdoor maps. I like the lighting and the terrain. The mirrored table is a good idea, too. Well done!
| cooloola 05-12-2006 08:14 AM MDT | Rating: 8 | | I rarely ever play DOM but this map is just awesome.
| Manticore 05-13-2006 09:31 PM MDT | Rating: 7 | | This was a memorable DOM map. It's the only DOM map of it's size I can remember playing over quite a bit. Definitely an above average job.
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