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DM-1on1-Ozid | | Map Info |
| | File Name | dm-1on1-ozid.zip | Author | UArchitect | Gametype | UT Deathmatch | Date Added | 11-14-2003 | File Version | 1.00 | File Size | 325 kb | Player Count | 2-4 | Map Description | None | Review Rating | -- | User Rating | 5 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| Dark Pulse 11-14-2003 12:54 PM MST | Rating: 7 | | This is actually a pretty good 1-on-1 Map.
Architecture is pretty good, mostly cubic but there was plenty of detail like Pipes and things like that, so That evens it out. Nice use of Solids and SemiSolids.
Weapon selection was a bit small, I saw an Enforcer, Flak Cannon, Ripper, and Sniper Rifle. Small but good for one-on-one.
Cast is Great. There's several places where the bot will snipe you, Bots can jump out of nowhere and surprise you, the whole nine yards. Great Stuff indeed.
So why is it only a 7? Two Big Problems.
1) There's a secret room you can access by walking along some pipes. What is the purpose of this secret room? There's no PlayerStarts or pickups or Triggers of any kind.
2) In the Secret Room, you can go in and get the bullets, but if you go back, you cannot! The Reason for this is that the Added Solid (A Ramp) is overlapping the Subtracted room space next to it. You either gotta merge their vertexes or else Add some height so a player can jump over it.
All in all though, A Very Good Map overall - everyone should give it a shot.
| UArchitect 11-14-2003 01:32 PM MST | | hey thanks for telling me about the problems with the secret room, i never noticed it before, ill go over it again
edit: lol, your right about the ramp.. ;P i remembered, when i tested it i jumped out the window instead of going down the ramp :X my bad
| avatar 11-15-2003 09:58 PM MST | Rating: 3 | | An improvement over Oxidation - but a few apparent problems.
Item Placement: Too much ammo next to the sniper.. in short, this is a 1on1 map, so you are going to be facing only one opopnent. Since there is only one way up to that sniper 'nest' a good sniper player could dominate that point for the entire map.. other weapons do not amply overpower that sniper from a lower point (a simple solution would be, moving all of the ammo [and forcing the sniper to hunt for more] or adding another way up)
Lighting needs work - there is some slight variation - but it lacks some contrast. Better than Oxidation, though. Coronas are a little unrealistic on some light fixtures, but not too bad.
There's plenty of z-axis but the one-way up to the sniper nest really limits the overall flow. This map really needs a shock rifle or a flak to make up for the imbalance (only imo).
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