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DM-Madescent 
Map Info


 
File Namedm-madescent.zip
Authorparanoid
GametypeUT Deathmatch
Date Added07-29-2003
File Version1.00
File Size5.71 mb
Player Count2-6
Map DescriptionNone
Review Rating7.5
User Rating7.5
Overall Rating7.5

 
Review


ReviewerAMmayhemAwe Score: 2.5/3
Date07-30-2003Build Score: 2.5/3
Review SchemaCast Score: 2.5/3
User Point: 0
Overall Score: 7.5/10

"Madescent - to moisten, to make wet." According to the readme (too lazy to look it up myself). :-)

AWE: 2.5
Wow, though it is an industrial (actually an abandoned water facility) themed map, this one beats out a generic DavidM brownish map. Paranoid used textures from TechG4desp texture pack (which is included, yay!), and they look great in here. Though I have to say the water texture chosen is very hard to see, if you look at the second screenie to your right, you can barely see the water just below the bottom vial. Also the texture used to cover the fans in the vents looks bad being a texture that wasn't made to be translucent. There are a couple mis-aligned textures too, but you don't notice them while fighting.

Lighting couldn't be better, looks superb. The flickering lights are especially cool, the author put the ambient sound in the light properites, and the sound is true to the flicker, haven't seen that done before. The red lights may be a little on the large side, but they are not overpowering, so it's not too bad.

Architecture is awesome as well. Lots of nice angles, particularly at the widening base of the walls. Tiles missing from the floor, excellent trim, and lots of support beams and rafters. Even patterns in the floor where weapons are. Just great work.

BUILD: 3
Sounds are great, plenty of computer hums, outdoor sounds, and those cool light flickers. Brush-work is real smoothe too, all brushes are aligned, great 2-D editing work, all the angles match; nothing is out of proportion. No movers in the map, but there's no need for them. And although Paranoid mentions that there are probably a lot of HOM's, I couldn't find any.

CAST: 2.5
Gameplay is great, enough room for up to 8-10, though ten may be rather frantic. One major flaw I found in the pathing is where Paranoid put in couple JumpSpots and LiftExits, but the bots just whip out the translocator and try to get up above. This fails because the bots just translocate immediately after they launch the locator, and repeat this 3-4 times a second. The author needs to changed those entities to TranslocStart, TranslocDest and an exit. Other than that, the bots get around the map fine.

Item placement is great, though I noticed the Ripper is sticking half-way in the floor. U-damage is well placed, while the shieldbelt is somewhat hidden, but not inaccessable. Learning the flow may take a couple matches to get the hang of, and the ducts help you cut across some places too if neccessary. And the widened wall bases allow you to hop up on for some extra z-axis action.

SCORE: 8
Though the theme may be a little reminiscent of the overused brownish, dirty, industrial theme, this map has some great extra textures that keeps the map from being that theme. Paranoid knows what he's doing in the Ued, and you will see for yourself when you click that download button.





 
Map Comments


Homeslice
07-29-2003 06:25 PM MDT
Rating: 9 
Wow - another paranoid map!

No, seriously. This one has some great detail to it, and it may be a bit laggy, but it's a lot of fun. I think I found the map that replaced DM-1on1-Elysium as his best map. Good work.

I know, because I playtested this so many times.

paranoid
08-16-2003 04:32 PM MDT
 
Just thought I should let everyone know, you will need the RichRig and SGTech1 texture packages, so yeah.

UPDATE: OOOOh thank you for the review, didn't expect such a high score (didn't expect to beat KaMi either. .heh!!) But that bot problem is bizarre. . .I never noticed it myself. The jump spots were there so they would just jump up to the little skirting thing, and then into the vents, never saw them use a translocator though, oh well never been good at pathing anyway! Thank you again!

Shadowlurker
07-30-2003 01:15 PM MDT
Rating: 7 
7

I think the reviews a little too generous - the archetecture isn't overally great and the gameplay is only above average. Still a pretty solid map.

Ammayhem, don't get me wrong it's a great map. But the archetecure didn't really blow me away, same with the gameplay. Meh, prehaps I'm being a little harsh.

KaMi
07-30-2003 12:10 PM MDT
Rating: 9 
hey paranoid, this map is awesome! :), i think is your best :)

AMmayhem
07-30-2003 12:14 PM MDT
Rating: 8 
Yeah, I may have been a little generous in the review, I was debating between a couple scores, so I thought I'd just give the higher. But that's also why maps need approval too. Besides, what more are you looking for in gameplay and architecture?

Great job anyways Paranoid.

Koveras
07-31-2003 12:10 AM MDT
Rating: 6 
I found this map disappointing, looked good from the screenshots but I think the map is lacking
the architecture seems underscaled and lacks connectivity, the red lights are way to strong and the masked floor textures have to go, the walls are also pretty plain and could use more detail


Shao
07-31-2003 06:52 AM MDT
Rating: 8 
the only way i have to say is this maps is so real like 1 on 1 silent.

but is fun to play.

Dipstick
07-31-2003 10:36 AM MDT
Rating: 9 
I've been recomending this map for quite some time. (Ever since it was added to be exact). Keep up the good work Paranoid.

theBAMNman
07-31-2003 03:09 PM MDT
Rating: 6 
Sorry, paranoid, but this map just doesn't do it for me. The visuals aren't bad, but they're on the repetitive side. Also, the map feels stretched horizontally, meaning way more battles on flat ground (not a good thing), and the z-axis seems more of an afterthought. Not bad overall, though. Keep at it!
Btw, AMmayhem, look at DM-Roon. That map deserves a 7.5. If nothing else, keep a better eye on your cast score next time.

scirmast
03-31-2006 03:30 PM MST
Rating: 6 
Visuals are quite nice, but the framerates sometimes drop to very bad readings.

Layout is original, but not much Z-axis is included.



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