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DM-RedMoon | | Map Info |
| | File Name | dm-redmoon.zip | Author | MajorM | Gametype | UT Deathmatch | Date Added | 10-19-2003 | File Version | 1.00 | File Size | 1.36 mb | Player Count | 4 - 6 | Map Description | Maybe this map is better for 1-on-1 battles.
To Nahand: Thanx for the review | Review Rating | 6 | User Rating | 6 | Overall Rating | 6 |
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| | | Review |
| Reviewer | Nahand | Awe Score: | 2.5/3 | Date | 12-05-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | 0 | Overall Score: | 6/10 |
AWE: 2.5 This is one of the most environmentally-immersive maps i've played in months for UT. Wherever i looked, the theme was always present, with the brown/reddish metals, support beams and trims, and more, by use of SGTech1.utx. According to README file, this is a high-security prison on a distant planet, that eventually turned into a bloody tournament place. Not that it matters where the hell is Bravus 4, because as soon as you jump into this map, you'll be smacked in the face by the very-and-always-cool-Alien-like base (only reddish). That or an ImpactHammer (read on).
The architecture accompanies (a word?) the theme. It is nothing very fancy, but it is best than many other maps, given the ambience. There's even a garage dead-end (wait, don't stop reading!), and a very cool caffeteria/lunch place with stylish tables.
Lighting is acceptable all over IMHO, for what it is. I mumbled alone while playing this map because of some (if not all) use of coronas. People, coronas are great but use them wisely! In one place, there's an over-abuse of them, and other part is dark. SOOOOO... either i couldn't see the target because of the dark (pitch dark), or were the 6 or so coronas altogheter that concealed the target. Luckily, this is not that much of a deal - it won't deteriorate the map playability.
... man... i just kept playing this for a while... and i couldn't stop thinking "Total Recall" :)
BUILD: 2 The mapĀ“s build relies is believable architecture and great texture usage. Everything seems consistent and free of errors. There's a bunch of doors every now and then that work properly, although i would like them to stay open for a tiny-winy longer...
Another thing that makes you "feel" you're there is the sound. The map is heavy in use of sounds - hisses, lights (herm... flickering ones ;), and even a central computer female voice (ahh... the days of Unreal :), that broke at the alarm sentences point...
CAST: 1.5 Let's get this straight: the items and other pickups are well placed... thing is player numbers. The recommended digits are 4-6 but with the max recommendation this map feels cramped at times. 4 players ended being more suitable for the size and elbow space overall. I still think, however, that this is best played for 1on1 or, some very dramatic LMS mano-a-mano.
Framerates keep cool mainly because it's a "simple" and enclosed map. Witch takes me to a gameplay point many will froun at. The map has no Z-axis. The best you have is a stairs area next to the garage dead-end. That's right, no surprising your prey from above. Believe it or not, i actually found this fitting along with the map. I mean, it gives a no-rest-no-camp situation in a very tense map structure. Either you keep moving those corridors (did i say 1337 ;) or you're dead meat. Really. You'll fell like that little hamster in a fun cage while your owner shows to his friends how cool can be set a match on fire near your furry behind o_0
Since it is a no-biggy map, there can be a constant your-face-my-gun match. The bots behave... and kick your ass if you're too slow. In the highest AI settings, you'll have REAL difficulty in winning a Deathmatch with 6 players total.
That said, this is a great map for tense games, but i know for sure it will NOT please the UT crowd, nowadays accostumed to hardcore multi-layered deathmatch arenas. Only a few *might* appreciate it, but even I, as forgiving as I can be, could not stop feeling *something* was missing. *hint, Z-axis*
I can only wonder what a great, Z-axis wielding map, would be DM-RedMoon][. (yes... this IS a hint to author ;)
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| | Map Comments |
| avatar 10-19-2003 07:19 PM MDT | Rating: 5 | | the brushwork was nicely done. lighting was somewhat flat, mostly whites with touches of glowing red lights here and there. the flow could be worked a little bit, i would have liked to see the room that appears to be a garage room (flak cannon) not be a dead end. this map lacks any decent arena room and very little z-axis play exists, mostly a tight fragfest map. despite that and a few other flaws, i think it was well done.
| darkjaxx 10-20-2003 08:03 AM MDT | Rating: 6 | | ok.
| doublepenetration 12-07-2003 01:47 AM MST | Rating: 5 | | To small and tight. Some places you will hit your head when you jump.
| MajorM 03-01-2004 10:16 AM MST | | DM-RedMoonII is in work. The theme will be different (industrial, foundry) and I am trying to built as many z-axis battle areas as possible. If you think Dm-RedMoon has not enough z-axis battle, wait untill I upload part 2.
| Nahand 03-01-2004 02:05 PM MST | Rating: 6 | | Well, MajorM, one of the things i liked in this map was the not-so-conventional tech theme. Don't go screwing up with Richrig-wannabe. PLease.
Glad to know you're into ][ version ;).
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