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DM-Bloom 
Map Info


 
File Namedm-bloom.zip
AuthorUlukai
GametypeUT2k3 Deathmatch
Date Added07-19-2003
File Version1.00
File Size6.42 mb
Player Count2-6
Map DescriptionMSU Fifth Place in "Original Map" Category
Review Rating6.5
User Rating7.5
Overall Rating7.5



 
Review


ReviewerMister_ProphetAwe Score: 2.5/3
Date07-19-2003Build Score: 2.5/3
Review SchemaCast Score: 1.5/3
User Point: +1
Overall Score: 7.5/10

Bloom is one of those maps where the visuals give you just what the doctor ordered, but the gameplay leaves you yearning for something more.

As Ulukai says in the readme, this map was his entry into the Make Something Unreal contest, and it is obvious. The map seems to me like something that was more geared to impress someone than actually be played. Don’t get me wrong, the gameplay is there, but doesn’t seem as impressive as it should have been. I’ll explain that in a moment, first:

Visually, the map is refreshing in a lot of ways. It doesn’t smack you with boredom with the casual olden holy place theme, but instead refines it. The custom meshes give the map an edge and it really does seem like it’s own place. There are some very intriguing ceiling arches for the interior, as well as a nice use of the famous “wooden plank” feature (The wooden plank feature is when a mapper runs out of ideas and populates the emptiness with loose wooden planks that serve as nifty detail. Usually they are just filler, but Ulukai gives some purpose to them, they are actually falling off the place. A floor in one area has loose floorboards that expose the lower room and serve as an escape route when someone is launching rockets at you). The building is mostly composed of brick and wood, nothing new but here it seems like a more potent match than usual. I didn’t go nuts over the sky but the outside of the building really does look cool. Luckily, the map doesn’t restrict itself to the inside but allows you to traverse the terrain outside. Of all the eye candy available, I found the terrain the least interesting (much the same way I felt about Ulukai’s last map). It was more generic than I was expecting, I kept thinking that “maybe he could have but more plants and lost bricks and stuff”. Compared to the rest of the map the terrain seems rather bland, a few trees and tiled pillars are the only real things I can recall after many games. Anyway, with the exception of the terrain, this place is cool looking. There are hanging lights, many cool arches, loose bricks and tiles, paintings, and plenty of pillars.

Gameplay left a lot to be desired. I may get bashed for saying this, but this place seems like it would have played a lot better on old UT1. Geez, I hope this isn’t just me, but this place is very cramped for UT2K3 combat. Despite the cool looks of the interior, the place is pretty tight and snagging is a common occurance. Too common at times. There were places where double jumping was an obvious 2k3 strategy, but for the most part the scale seemed a tad too small. Luckily, bots play the map very well and I never experienced any slow down. The layout is interesting but the flow can get very frustrating. Some rooms are too tight if you happen to run across an enemy, especially considering the type of weapons you get here. And most of the time you spawn inside the building, and never as close to a weapon as you would like. I remember my first game where I spawned 5 times in a row and since I spawned near a bot that already had a pulse, flak, or rocket launcher, I got my ass handed to me. By the time I could grab a decent gun, I had 8 health. Once you get the hang of the place, that stops happening as often, but there still were times where a flak bot would turn the corner and you had nowhere to dodge. Granted, I play a great deal with the Classic UT mutator on, and when turned off your less likely to get in a spam attack. But even still, some places may be too small for most people. As I said before, this map would have played better with UT1 physics, but with 2k3 there just needs to be more room. Still, despite the things I’m complaining about, it is possible to have a good game and experience plenty of fun. It is a cool environment to play in.

The Prophet’s Verdict: Visually pleasant with average gameplay depending on your tastes. Construction is top notch and the looks are well above average. The play may not be on par with the looks, but if you study the place you can get a good game out of it. Beware though, it is possible to get snagged up a lot. On a side note, I really do like Ulukai’s style of mapping, especially with the new game. But I just hope he can get the gameplay to flow as good as he makes the map look.

 
Map Comments


_GMotha
07-19-2003 10:58 AM MDT
Rating: 8 
a pretty dm-map. a relative original theme and great visuals.
The gameplay is ok, except: I sometimes get stuck here and there (the inside pilars mostly).

still a great map

Secret_Squirrel
07-19-2003 11:17 AM MDT
Rating: 7 
Yeah nice map, gameplay is above par and nice visuals.

Shao
07-19-2003 01:57 PM MDT
Rating: 7 
I've seen this map before. Was this from FFVIII?

1/2LuNaTiC
07-19-2003 03:11 PM MDT
Rating: 5 
Looks nice...very nice..gameplay is boring as hell :(

Aggressor
07-19-2003 03:14 PM MDT
Rating: 7 
Aaargh, I'm getting stuck all the time. Well, sort of.

SealClubber
07-19-2003 08:25 PM MDT
Rating: 7 
Good look

decent FPS

The indoor areas are crammped for gameplay

6.5

DeRailer
07-19-2003 11:57 PM MDT
Rating: 7 
I actually like the general layout of this map better most msu entries(that I know of), but indoor is definetely cramp with all the pillars in the way. Quite a shame actually, seeing it's potential.
Personally I'll consider a 100a instead of a 50 outside, the 50 doesn't feel very worthwhile as that area of the map is so open to attacks.
I love the lightings of this map. I think it's definetely nice to see a vet tried something other than a dark atmospheric map. Indoor is quite realistic. It's architecture is fantastic.
I found the bots to be rather unresponsive in this map, which is werid since the map is largely cqc, but it could be because I'm playing tdm.
I don't play this map anymore, but I often open it up just to take a look.

Shadowlurker
07-20-2003 05:09 AM MDT
Rating: 5 
unfinished and it shows - The map is empty, bland and boring. The only saving merit are the custom meshes, which are very nice.

Prehaps if Ulukai went back, edited the gameplay, added some details, it would be a better map, but at the moment it strikes me as bland :/

solaris
07-20-2003 06:42 AM MDT
Rating: 9 
we tested Bloom in a privat lan - was GREAT fun!!
you can get everywhere fast. i especially like the sniper-balcony from where you can control the shield powerup and, like Mr. Prophet mentioned, the planks that come in very handy when you're chased.
i like the item placement and the map looks stunning!!!
wish there would be more mappers like ulukai, taz, hourences etc... i can't be bothered to download one more industrial map with millions of pipes and wires or another 'terrain-map-with-rocks-and-trees-and-the-usual-abandoned-facility-map'
thnx for the great work, ulu :)

Bot40
07-20-2003 06:44 AM MDT
Rating: 6 
Empty empty emtpy. From all the pimped screenshots on BU I was expecting an extremly detailed map, unfortunatly the inside was empty and far far too repetative. The outside was pretty bland (not the outside of the castle/church thing but the terrain itself).
I was very dissapointed since I know ulukai is capable of much much better :

Ulukai
07-20-2003 07:25 AM MDT
 
I think y'all right about the cramped gameplay.

The map is about the atmosphere and lighting of being inside on a sunny day, not scouring the floor for discarded crisp packets. Visually, it's true to the setting and time of day in which it is placed.

It would have been nice to do something a bit better with the terrain tho'


Darkpagan
07-20-2003 09:24 AM MDT
Rating: 5 
Can't say a lot that hasn't already been said: Visuals are great except for a few things:
The lighting inside sometimes gets too dark which is annoying when you're looking for the son of a bitch hailing you with flak, there was even a room off the transporter balcony that was completely pitch black! Also the paintings on the wall looked out of place in what is supposed to be a delapidated church. Speaking of which: delapidated other than a few missing floorboards there is nothing to suggest a priest might turn up to say mass at any minute. Where are the piles of rubble? the caved in walls? I suppose I'm just nitpicking because overall the theme of a old french cathedral is original and the architecture like the flying buttresses, the gargoyles etc. is well executed and the map is very impressive from the outside at least.

Gameplay wise: Flow is almost non-existent and the fighting indoors is too cramped (though someone mentioned to me that he enjoyed the close quarters combat its a matter of taste I suppose) bots perform well but once they reach the outside they just sit there and fire making them perfect targets for snipers. Weapon placement is good enough and its nice to see the shock rifle being a useful weapon for a change.

Overall not a great map from Ulukai but it has got plenty of potential and could do with another romp in the editor and a 2.0 version. DM-Bloom is very impressive but on closer inspection doesn't live up to your first impressions, still I'll be eagerly awaiting a redone version if Ulukai chooses to do so.

Claw
07-20-2003 01:29 PM MDT
Rating: 7 
A beautiful map with many interesting details. I found many interesting paths besides main routes. I don't see how the interior was too cramped, or how people managed to get stuck. I certainly had the problem on some maps; just not this one. Gamplay was tight, but there was always enough room to dodge, architecture to use as cover always close.
Flow was excellent actually. Many different routes which were all closely connected; wherever I went I was only one jump, one turn away from the action.
I found the placement of the shieldbelt in a dead end very appropriate.

What struck me was how there are many appropriate footstep sounds, while a the same time many obvious places where they are missing. Likewise, in some areas there are many details, like illuminated paintings hanging on the wall, but on the other hand there are corridors with featureless walls. I get the impression Ulukai started carefully adding details, and rushed the map in the end to meet the deadline for the contest. Pity that.
Worst here imo is a floor that looks like stone to me but has a metal footstep sound.
About the terrain, there isn't really anything to say.

Still, this map is in many ways above average by far; a 6 is a harsh rating, a 5 is plain unfair. Look at other maps that got a 5 and tell me to my face this map belongs there. I can't believe it.
I believe any rating below the Prophet's infamously harsh verdict is suspicious.

"7.5" due to some glaring flaws that tarnish this otherwise great map.

Fuzzy Logic
07-20-2003 01:42 PM MDT
Rating: 7 
This is the kind of map you could sit and look at all day - beautiful! But.... sigh, some of those pillars need to go, and....!

Open things out a bit inside and you'll have a real ownage. As it is, it's merely average with extra points added on for good looks.

Amisa
07-20-2003 05:49 PM MDT
Rating: 8 
On my heigh-end system, the flow is good. Another so beautifull monument ! Yes, a bit empty, and a bit industrial but why not.. Gameplay fun for me.

DialAJunk
07-20-2003 11:52 PM MDT
Rating: 8 
Best looking UT2k3 map so far. Even beats Aristocracy in looks. The lighting is SPECTACULAR!

Sounds are lacking though :(

Should have used blocking volumes on the torches, and opened up the map some more, letting us get on the roofs and the cliffs.

Just mind blowing artwork here.
Unmatched quality.
Very believable, and somewhat playable.

performance is great even on Holy **** settings.

MortalPlague
07-22-2003 10:35 PM MDT
Rating: 7 
Wish this could be a 7.5

I'm a big fan of Ulukai's mapping, LocustWind was one of my favourite maps back in the day, and I really appreciated the visuals and attention to detail present in Bloom. The only thing that really bugged me was that the map feels incomplete. Walking around, I get a general sense that there should be something more to the layout. The roofs could've been opened up, the other side of the cathedral could've been walkable... But as-is, it feels like there should be more.

Still a fantastic map for the new game. Great job, Ulukai!

Mister_Prophet
07-23-2003 11:45 PM MDT
Rating: 7 
I wish Ulukai would make some changes to this one, the visuals are all there and great, but the gameplay just isn't. Still seems unfinished to me.

slinkfinger
02-06-2004 03:41 PM MST
Rating: 7 
this map is beautiful but its to little detailed and the gameplay is not impressive but its still a good map

and a can hardly see the sun, but its very light wierd

could be some nice trees outside

Tsunami
01-07-2004 05:08 PM MST
Rating: 10 
0_o AAAAAAAAAARRRRRRRGGGGGHHHHHHH

GRAF1K
01-08-2004 02:26 PM MST
Rating: 8 
An amazing work of art, but gameplay doesn't cut it.

Lruce__Bee
01-11-2004 04:19 PM MST
Rating: 8 
I've had a quiet appreciation of Ulukai's work for quite a few years now and I could nit-pick about some stuff in this map but at the end of the day it has a quality most mappers should aspire to

Solid work

Lruce

_Unreal_
01-13-2004 11:42 AM MST
Rating: 6 
a 8, 9 or 10 score isnt worth for that map...

- terrible gameflow, especially in the building ( near the windows)
- I miss great places for z axis fights
- the floorplan/connectivity is bad (shield, flak)
- camping a la carte... you can see "trough the map"
- some non-detailed places

+ average meshes are well combined
+ nice setting
+ AI is good
+ erm ... well

But of course, congrats for the fifth MSU place :D

@ LuiMo: yes, you are right :P

LuiMo
01-13-2004 08:58 AM MST
Rating: 7 
" + average meshes are well combined "

Same goes for your DM-Ancestral.

Sicko Teddy
02-06-2004 09:34 PM MST
Rating: 10 
Don't take lunatic's rating so seriously.
He always give low rating, rat on someone's work, and say "the gameplay was boring". that his famous frase!
I see that this work taken trmendous amount of time,polishing,UVW texturing,modeling,atmospheare,and lighting.
+ to all people-
Gameplay = how much fun is in there playing with bots,that don't get stuck, and acts smart.
Framerate= if the speed of the game goes good or start getting jerky and slow.
Am right or am I right?!

crdpolaris
05-29-2004 08:25 AM MDT
Rating: 10 
I actually played this map on a server and it caught my eye so I used the cache translator to instal it. It's a beautiful map. All the bs about scale is getting a little old. Don't listen to that. Just build your maps with your own unique vision. This map gets a 10.

sulkava
06-04-2004 05:59 PM MDT
Rating: 6 
why is this one of the best >>>??????

Manticore
10-12-2004 03:50 AM MDT
Rating: 8.5 
This map converts fine to UT2K4 and looks as good as it did in UT2k3. It has gameplay that just won't quit and leans towards the complex pathing that this mapper has made a trademark.

If you haven't got it yet; get it now.


 
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