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DM-Augslum][ 
Map Info


 
File Namedm-augslum][.zip
AuthorFernando
GametypeUT Deathmatch
Date Added09-03-2003
File Version1.00
File Size872 kb
Player Count6-12
Map DescriptionAugslum][ is a small urban map. Improvements over the original are mostly of a graphical nature. Flow throughout the level has also been improved.
Review Rating --
User Rating6
Overall Rating --

 
Review


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Map Comments


Reciprocity
09-05-2003 10:18 PM MDT
Rating: 6 
Personally, I enjoy Urban-themed maps alot. The realism, the intensity, fragging in someone's backyard...awesome. This, however, is not awesome. It feels more like a mediocre DavidM clone on speed. First of all, let me complain about the visuals. This is by far the most disgusting looking map I've played in ages. It blend orange, brown and green into one hittouse painting. Eeeeuuuu. My next gripe is with the weapon placement. Excuse me if I sound I little spoiled when I say this but, when I pick up a Shock Rifle, I expect to find some Cores next to it. Not a rocket pack, not pulse ammo and not some biosludge ammo, just some friggin' Cores!
Alright. I'm calm. As I said earlier this is an urban themed map so the architecture is basically a few buildings and a sewer. The buildings are pretty unispiring structures and the sewer consists of a long pipe with a subpipe jutting out from the side to lead you to the Reedeemer. This map reminds me of the projects. Yes the projects after the Russians have hoarded thier nuclear weapons and send them to the U.S. for it's birthday....
So, bottom line, Auglsum is offer some fun with it's realism architecture and....okay that's it. The rest isn't anything you haven't seen before. It's average, nothing more, nothing less.
EDIT: I'm not saying it had to be pretty, the color scheme served it's purpose of "sluminess" very well but I just thought those color belonged in half-processed food. After some heated with my alter self, I've decided to bump this up to a six.


Fernando
09-04-2003 12:20 AM MDT
 
Sorry to have upset you, Reciprocity. I used a bleak sky and slimy sewer purposely to give the slum a more, well, 'slummy' look.

Seperating the ammo from the weapon encourages player movement.

If you have any advice, though, I'd be glad to take it. (I see that the color scheme I got isn't working very well, so I won't make that mistake again..)

theBAMNman
09-04-2003 06:05 PM MDT
Rating: 5 
Fernando, don't pay attention to his comment about the items because they are much better in this version. However, a little ammo switching and visual refinement can't offset gameplay problems inherent in the layout. It's probably just because I'm not a fan of urban arenas at all. Also, the dead-ends always hurt the flow, and there are several here. I must admit, though, that those containers in the sewer are a nice touch! And the visuals in general are fine because you ARE going for a slum-like theme, and the destroyed walls really add to the feeling.

Mr.Bojangles
09-05-2003 11:57 PM MDT
Rating: 8 
I was a bit skeptical about playing this map after reading the first two comments. I probably would have passed it up if werent an urban map, which happens to be my favorite theme. After playing for a few minutes I could tell that the comments were way to harsh. Visually the map looked great, it looked like a SLUM. How many pretty slums have you seen Reciprocity? Bots worked well with this map and seemed to find all of the items properly. I will say that the ammo placement was kinda bizzare and didnt help balance the flow of the map as much as it helped frustrate me. There were a lot of different nooks and crannies to hide in and explore, but I found myself running into dead ends far to many times, usually with every kinda of ammo except the type I need and a GL bot seemingly well armed hot on my tail. Anyway this was a great map that will stay in my urban collection for a while and I would like to see more maps like this with better ammo placement from you in the future.

Sir Xavius
01-05-2006 12:39 PM MST
Rating: 6 
I like city maps, too, and i wish this had a lot more to explore (i.e., more city blocks), but i can't seem to take this out of my rotation. It plays with no more then 8 or 9 bots (unless you like madhouses), and has a few interesting areas.

Criticisms:
** More open-ended dark alleys; the few alleys there are are cut off with in impassable fence.
** A little more Z-axis; there is some decent z-axis but the map is so small, the z-axis is not satisfying. I'd like to be able to get onto more roofs, thru more windows, deeper into the sewer...
** More defensible areas; one of the things i judge for SP maps is how many areas can you find to camp and defend. In Augslum there's only one or two, my favorite being the ground-level area near the dumpster and transporter. Unfortunately the roof on that warehouse is "bumpy" (meaning i hafta jump over small blocks because they're too big to just walk or run over), the fight area is unnecessarily tight, and options for escape are limited.

I'd love to see an AugslumExpanded, with more sewer corridors, deeper and darker alleyways, more access to building rooms and hidden entrances, and maybe a bigger and just as well-designed central open fighting area.

BTW, bots do very well in this map -- they know where to go!



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