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DM-BlueNight 
Map Info


 
File Namedm-bluenight.zip
AuthorJuno
GametypeUT Deathmatch
Date Added10-17-2003
File Version1.00
File Size914 kb
Player Count2-6
Map DescriptionNone
Review Rating3
User Rating5
Overall Rating4.0

 
Review


ReviewerMister_ProphetAwe Score: 1.0/3
Date04-27-2004Build Score: 1.0/3
Review SchemaCast Score: 1.0/3
User Point: +1
Overall Score: 4.0/10

I popped in DM-BlueNight for an oldskool DM romp. I appreciate the approach the author tried to take this one with gameplay. He missed the mark slightly, but not bad. Problem is that the place is too big.

Even though the player load claims I can play with two people, I found out shortly after spawning that this map is way too big for that kinda action. I felt like a little puppet lost in the uterus of a blue whale…with guns in it. The problem is that there is a lot of distance to move between items and since the entire inventory horde is found in caches, you better have your running shoes on. Another problem is that the multiple levels to each room are a little too high. The long halls that extend outside the main room just go on too long with a forced directional route. This is annoying enough when you have to navigate but it sucks even worse when your trying to track down a wandering bot because you mistakenly thought this was a 1on1 map. I found myself using the hitscan weapons over the others, the sniper rifle and shockrifle reign supreme over all the others. The flak cannon is horribly miscast in this wide open kill zone. The map comes equipped with all the powerful items, the Kegger, Stealth, Boots, D-amp, all 3 armors, and the Redeemer. The Nuke usually is a no-no in a map that claims to be 1on1, but in this map it is actually an effective choice. All the rooms are big enough to pilot and I found that I could fly the thing all around the map. What concerns me is the spacing between the guns. This is just plain unfortunate because the place is so big and it stands out as repetitive. All the guns have tons ammo packs placed right nearby, and the health vials that are used are placed in groups by item bases. These item bases are similar to those in UT23 and UT2K4, and they are helpful here to give both a visual nod and also help to give the player a heads up when running down one of those long passages with nothing else in sight. Bots play like old people masturbate. Oh sure they navigate well enough, though it takes awhile, but when it comes to combat they just don’t know what to do with all the space. They are always predictable and react clumsily to each attack or counter-attack.

Visually, the map is as pretty as an ugly map can get. The whole place is rather bland on the eyes, loaded with UTtech textures and misfit coronas. Luckily it isn’t junk visuals, there is enough here that keeps you from puking and everything is aligned and sound. But there is no theme, no detail aside from walls and lights, no ambience except for minor sound effects, and no mojo in the sky. The music track is the incredibly SICK song from “Return to Na Pali” called Watcher and is the only thing that seems to jump out and grab your package.

The Prophet’s Verdict: Slightly below average but definitely a good attempt. The author is more than capable of releasing a good map if more attention is applied to scale, looks, and execution.

 
Map Comments


XepptizZ
10-20-2003 04:54 PM MDT
Rating: 7 
It's tidy I mean the passages are all the same so is the TXTuring. It has nicely rounded corners and has some interesting weaponplacements. The skyzone is OK nice VERY supportbeams in the central room but the corona's in that room are frightningly horrible. The ones in the passages are well done. The elevators are a bit slow and black at start. I like your style, but your future maps need a better theme and some Deco. Less lights By The Way.

[Note that I often don't check the gameplay because I'm only good at 1 on 1nes like Fractal and Morbias.]

By the way , Juno are you a female UT mapper/editor? I just had to ask, because I don't think there are a lot of female players. Sorry I know I tend to talk a lot...

avatar
10-19-2003 07:28 PM MDT
Rating: 3 
the whole map looks fairly flat in terms of architecture.. it's fairly boring - a few pillars here and there, and some supports to break the monotony would have been great.

edit: it isn't about eye candy.. it's just fundamental map design.. the layout is decent, but the walls are mostly flat. if you think about how to break up the long flat hallways and walls by placing a few pillars, a different texture, etc. things like that go a long way. vary the lighting a bit as well, that helps tremendously.

it's a DM map, i've learned more attention needs to be paid to things like that. you can get away with it in CTF at times.

Juno
11-01-2003 02:29 PM MST
 
Thanx 4 the comments! This map is only my second submitted, so it is pretty stupid to await really good scores...I'm still working on DM-Rotor][, and if the the polycount in that map will stay at a normal level, then it should get a nice score.P.S dear Avatar, I respect your
comment, but still don't rate a map judging from it's eye-candy, if you read the readme, than you should now how it's best to play this map. I don't mean notin' bad...

Well XeptizZ, I'm sorry if I dissapointed you, but I'm male... Be sure to download DM-Apop when it appears on NC!

darkjaxx
11-03-2003 10:52 AM MST
Rating: 6 
like the style, but your may make more detail under the theme on space, okay, nice work

EvilSwanky
11-02-2003 08:25 AM MST
Rating: 6 
shitty coronas, standart lightning... architecture is above standart, and gameplay is standart, too.
=> solid map => 6

Jez
01-24-2004 05:02 PM MST
Rating: 6 
A good solid map, like a scaled down and stripped version of DM-Arctic.

slaskan
04-28-2004 10:29 AM MDT
Rating: 5 
too big and walking in that big tunnel thing was boooring
It seems that u built that tunnel just in lack of fantasie an average map!

gyokusai
04-28-2004 11:54 AM MDT
Rating: 6 
Gameplay's somewhat different... weird, almost. I like it.

mangan }swe{
05-02-2004 02:46 PM MDT
Rating: 3 
pfff this is bad its too big and that tunnel killed me and how can u say ``architecture above average´´ noo nooo not above average, the only thing nice was ceiling

yhis map is overratred



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