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DM-1on1-Rivalry | | Map Info |
| | File Name | dm-1on1-rivalry.zip | Author | Plutonic | Gametype | UT2k3 Deathmatch | Date Added | 10-14-2003 | File Version | 1.00 | File Size | 2.89 mb | Player Count | 2-4 | Map Description | None | Review Rating | 6.5 | User Rating | 6.5 | Overall Rating | 6.5 |
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| | | Review |
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Last UT2K3 map by Plutonic, that I saw, was the very cool CTF-Unearthed, which was marred only by unimpressive gameplay. And here he goes dropping a nice 1on1 DM into my lap called Rivalry.
Rivalry is far less original in theme than Unearthed, sporting the ever-popular green terrain map. My gripe with terrain maps, if you can call it a gripe, is that most of them seem too similar and very few of them can pull off decent gameplay. Like what DM-Turbine did in defining the UT tech map, DM-Antalus set the stage for a whole slew of similar maps for 2k3. And while DM-Rivalry does not do much to give it any above-par visual nods, at least the gameplay style isn’t dull.
Visually, we have an enclosed cliff terrain environment cut in half by a descending waterfall that flows into a river rapid. This provides the map’s hazard gimmick. The place looks ok design wise, if not standard. The best part is the waterfall effects. Lighting, as P man said in the readme, went through some revisions to get it right, but in the end it just looks decent. It may seem basic, but at least the brightness is on check and not overly washed out. Plutonic wasn’t going for extra credit, he has already proven his visual merit with Unearthed and Rivalry is clearly just a green, rocky terrain zone.
Plutonic took a chance with his 1on1 strategy, he wanted a map that was open, yet intricate enough not to be labeled as a boring open zone (like the disgustingly insulting gameplay of Reigncaster). You have up and down hills with cover behind rocks and trees and double jumping is necessary to nab the map’s armor, which is a deciding factor on who controls the map. You’d think the hitscan weapons available in this map would rule, and they are first thing you’ll side with once spawned. But the map has such a layout plan that the hitscan weapons, while seemingly superior, aren’t the best choice. I found the rocket launcher primarily useful in this one, against both people and bots. The rockets are crucial for the narrow, natural bridges across the rapids, and can deter even the long-range mini-gun wielders. The Flechette Cannon even proves hugely useful, surprisingly. The map is fast paced and flows as constant as the hazardous river. The path you take to nab the selected weapons, health, pickups, and the armor, will decide who dominates the map, you MUST keep moving. The frantic pace is quite welcome and very natural to a seasoned 1 on 1 veteran such as myself, which is why this map gets high marks for 1on1 gameplay as far as I am concerned. Maybe One thing I can complain about is that the rushing water doesn't kill you right away, if you can't escape a fluid hazard zone, it is usually better to make it instant killing, to keep the pace constant.
The Prophet’s Verdict: While not as visually stylish as Plutonic is capable of, the map provides some unique 1on1 action, which is rare for a terrain map. Perhaps is the best terrain environment I’ve played since Antalus.
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| | Map Comments |
| avatar 10-16-2003 12:08 AM MDT | Rating: 7 | | my initial impression of the map was good.. it had that old school UT quality to it with the updated graphics of UT2003.. i can't quite place it. the gameplay is surprisingly smooth - don't let appearances deceive.
it ran suprisingly well on my system, garnering 60+ fps the layout is well done and works..
item placement could use some polishing but nothing that detracts horribly from the gameplay..
there's a few odd texture scaling here and there but its only apparent when you're looking for it.
| Cerulean 10-14-2003 08:38 PM MDT | Rating: 8 | | Looks very good and plays even better even with bots which is a plus for offline play. Very solid map. The author did a very good job as far as visuals,layout and gameplay while sparing framerates. Fun map ...good job.
| Shao 10-14-2003 09:08 PM MDT | Rating: 7 | | impressive. Is good and fun.
| SealClubber 10-14-2003 11:42 PM MDT | Rating: 7 | | Very nice 1 on 1 map
| |||Loz Hippy :-) 10-17-2003 12:31 AM MDT | Rating: 8 | | Great graphics and nice gameplay from what I can tell so far. Good job!
| The_Real_Meneer_Aard 10-15-2003 03:16 AM MDT | Rating: 8 | | Nice 'natural'map. Waterfalls are executed very well. This could become a new hit.
| _Unreal_ 10-15-2003 07:40 AM MDT | Rating: 6 | | Really nice, but I miss the real gameplay, I miss the "Hit and run" tactics :/, very open map, Lightning is average, the Landscape is very well, no question, but landscape isn´t all.
| Hourences 10-20-2003 04:20 PM MDT | Rating: 6 | | 5.5-6 i really dont like it -the lighting is pure horror in every possible way -its suppose to be an outdoor nature environment, yet if there wouldnt be some trees and green stuff there would nothing to indicate it is, there is no atmopshere, feeling, or soul at all -same old prefabs and things again, same old trees :/
map is still ok, and better as most stuff, but it really doesnt live up to what it could have been or what plutonic normally makes seems to be made in 5 seconds just to be able of having something at all for round 2 of the contest
and something everyone always forget is that mid daylight or overcast schemes dont work in the games of today because they lack contrast, everything that gets created should offer contrast in order to create a flowing, intersting world in cg art and real life it does work, you can create real simple cubic corridors, and put in 1 light and make it awesome, know why ? cause the materials and sharp light brings the contrast here and not the geometry. look at a simple object in your room, it looks cool because of sharp contrast, sharp tiny highlights, very sharp shadows casting, combination of more shiney surfaces with more mat/flat, ultra tiny shadows on the structure/bumpmaps,etc that is what creates the contrast and makes it cool, that is what makes real cg art able to create a real intersting picture from just a glass that stands on a table(imagine how much everyone would be impressed if you put a glass prefab in ut2 on a prefab table in ut2, with awesome simple base tex and just some vertexlight..) in todays games you have extremely simple and low res textures and materials, and the lighting is vertexlight, or pretty low res lightmaps
result, it always looks terrible in todays games since its so incredible washed out and thus bad
/rant
-edit Plutonic :
yea you indeed have custom meshes, but since they got the old tex, and it all has such a kind of normal shape, it still looks so prefabish the prefabtrees really screw it up, they are so ugly:/
I dont get why you used 2 material channels, that is giving you some of the lighting problems, the main vertex material is lacking the top shader, and the sub texcoordins have those weird useless channels, to me at least they seem to be rather useless, i dont get why you wanted a second channel for a couple of rather simple rocks
everytime someone tells me the light in his map isnt possible to improve, im getting the challenge to try, did it multiple times already in the past with certain maps, and just did it with yours, sorry for touching your work :) http://www.planetunreal.com/phalanx/hourences/111.jpg thats yours
i changed it to http://www.planetunreal.com/phalanx/hourences/222.jpg in 15-20 minutes
but the tex are too dark for good lighting, and i hate the trees :) still lacking small lightsources for contrast, and yes its pretty unoriginal looking like this, but its just a quick test had to delete the terrain as well, cause that thing indeed stayed black, fun..
no hard feelings at all, just didnt like the light at all :P
| ]BMR[VorLoN 10-16-2003 03:56 AM MDT | Rating: 6 | | No Plutonic quality. Hourences already said it, there`s no atmosphere at all: lightning looks like zonelight, no shadows, no sounds,... But I like the use of vertex blending and water stuff.
| SirTahngarth 10-16-2003 10:24 PM MDT | Rating: 7 | | hourences, lay off.
I agree with the review- This map has good flow, good gameplay, good layout. The lighting is weak, but other than that the visuals are fine. Stop ripping apart maps that dont achieve maximum perfection on every visual detail. Gameplay counts too... and this map has that. plutonic isnt Palblo Picasso, but he is good with gameplay. who are you to say what a map must look like in order to be good. That is such a matter of opinion, and the looks is only part of the mapping battle.
| endocrine 10-17-2003 12:31 AM MDT | Rating: 6 | | I didn't like it much, it looks ok, although to much the same, and IMO the gameplay is boring. If I had to describe the map in a word, it would be 'Flat'
(My score would have been 5.5, but seeing this is unavailable I give it 6)
| Lruce__Bee 10-17-2003 01:11 PM MDT | Rating: 5 | | Average quality map that doesn't do anything for me personally - I'm not sure what the deal is with 1 on 1 maps these days but I'm assuming they rely quite heavily on the gameplay to keep you coming back for more - I think it needs that visual sparkle to raise it's head above the crowd - portfolio filler at best
| Aggressor 10-17-2003 02:30 PM MDT | Rating: 6 | | Huh, another map that put me in two minds... or more.. :P It's 6.5.
Gameplay is pretty solid, but not to my taste - I'd rather see the map being a tad bigger. Build has some flaws, that are thoroughly explained by Hourences.
| Obi-Wan 10-18-2003 06:57 AM MDT | Rating: 6 | | noooo! this map is not finished! lighting plz!
| Plutonic 10-21-2003 09:39 AM MDT | | While I do not disagree with Hourences' commentes regarding contrast, there are times when the lighting of a map is controlled by the map's assets. Let me explain ... (some of the following is also expressed in the map's read me file, for those who choose to read it)
Most of the playing surfaces in DM-1on1-Rivalry are custom static meshes with texture co-ordinates combined via vertex painting. The two textures have different UVW mapping coordinates (the rock is based on vertical cylinderical co-ordinates, while the "grass" is based on horizontal sheet co-ordinates). Once these SMs were imported into UnrealEd, it became clear to me that I would only be able to complete this map with a 'mid day' ligthing scheme. The 'grass' top surfaces lit inconsistently with the rock sides unless the map was filled with consistantly strong light. This was further compounded by the fact that the SMs cast some obvious border shadows on the terrain when the surfaces are co-planar :-(
These are the sort of decisions that LDs are unfortunately forced to make some times :(. Trust me when I say that I did test a number of different ways to create the lighting in this map and this is the best version that I could achieve and still remain honest to my design.
/edit --new comment re: new lighting test -- Interesting work ... do you see what I mean about the terrain?
As for the two UVW co-ordinates, they are mapped differently - rock = cylinders (and you just know how unpredictable the ends of these can be on irregular surfaces) and the 'grass = cylinder) - this technique was used to reduce the number of obvious seems between mapping co-ordinates.
I appreciate you taking the time to attempt a rework on the lighting. Either way, the map is done and I got what I wanted from the experience. :D /edit
| Shadowlurker 11-01-2003 06:40 AM MST | Rating: 7 | | It has good/great gameplay, but average looks. The waterfall is pretty well done though, without it and the river I think ratings would have been a bit lower - it adds contrast, which is what the map lacks.
I do like the layout of it - the setup of the terrain and the cliffsides. If the lighting was just that little bit better... dunno.
| Manticore 06-25-2004 08:34 PM MDT | Rating: 8 | | Considering the amount of terrain based maps now up I personally think this one deserves ownage. Textures and look are ok. Gameplay is ok too, particularly if you want to get into z-axis. I like the small touches including the fatal plunge into the waterfall and the fact that you really need the speed combo to reach the armour on the rock pillar.
Glad too see it's on the hotlist!
Additional comment to Player below: I understand what you're saying but I was coming more from Twrecks point of view.
This map can handle 2 vs 2 play no worries. If you play with 4 in the map (and I mean humans not bots) you'd better be using the adrenaline speed combo to launch across the void to reach the stone pillar. If you don't you open yourself up to getting clobbered leading to instant fragging or at least being blown sideways into the waterfall and then it's respawn time.
Definitely should not be classed as purely a 1 on 1 map.
| Player 11-19-2003 02:36 PM MST | Rating: 7 | | Interesting map, no LG or Shock which is good since either one would dominate this map. Not sure if anyone will want to play 1v1 on a map with no LG or shock but if they do, it'll make for some very interesting 1v1's with the weapon switch ho's denied thier favourite lame exploit.
Performance is very good for such an open, mesh and terrain map.
The bad points. The map is a bit small IMO, I'd like it a lot better with one or two small side areas and/or passages (caves or canyons would fit the theme perfectly). Lighting is kind of washed out and leaves a lot to be desired.
Overall a pretty good map, but not likely to be wildly popular due to it's small size and the lack of a couple guns.
P.S. to the commenter who said you need speed to get the shield:
1) 1v1 is played with adrenaline off. 2) The shield can easily be reached with doublejump and dodgejump.
| Twrecks 11-19-2003 05:29 PM MST | Rating: 6 | | Good gameplay I thought, and the setting has good visuals if not contrast. BTW it is possible to assign a vertex painted mesh a lightmap. Just noone has done it. I enjoyed this map with 4 players better than the 1 on 1 tag. Distances are too big for 1 on 1 and there's really no way to lose someone chasing you, plus any audiable clues only add to the ambience and not the gameplay. Drop the 1-on-1 and this map stands up to Antulus for small servers.
| LIM 11-25-2003 01:19 PM MST | Rating: 8 | | Solid and smooth! A sweet little outdoor map to liven up my list of 1on1 maps. The prefab trees may be just a little bright, but I would not call them ugly at all. Trying to shape architecture or mechanical things is hard enough, but trying to duplicate nature!? Come on give the guy a break lol, the map plays like hot butta' drippin' off a warm sausage egg McMuffin biscuit. (on my little AMD2600, radeon 9kpro. :) (not a great system but I figure about average) Mmmm... McMuffins...
| mangan }swe{ 06-02-2004 09:27 AM MDT | Rating: 8 | | there is a special feeling about this map and its got reallly great frames too
| biditm 06-14-2004 10:33 PM MDT | Rating: 7 | | You can shoot right through trees!
| lieman 06-25-2004 07:01 PM MDT | Rating: 5 | | water is good, but everything else sucks.
i expect more from you
| IronMan 05-20-2008 11:17 PM MDT | Rating: 6 | | I like this little map. Not the best map Chris has done but still alot of fun.
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