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DM-Arimia | | Map Info |
| | File Name | dm-arimia.zip | Author | [N6X]R3plicant | Gametype | UT Deathmatch | Date Added | 11-28-2003 | File Version | 2.00 | File Size | 447 kb | Player Count | 8-12 | Map Description | This is my first completed map, more to come. A small/medium sized map for fast paced fragfest fun. Great for players of new to intermediate level. Several small secret areas for strategic hiding/camping/sniping. Explore the map to get the best out of it,.. pay close attention to it too, some things aren't always so obvious. There are two main areas for fragging, A few areas can be death-traps if you're not alert! Lots to explore,.. go have some fun!
| Review Rating | 2 | User Rating | 4 | Overall Rating | 3.0 |
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| | | Review |
| Reviewer | AMmayhem | Awe Score: | 1.0/3 | Date | 12-20-2003 | Build Score: | 0.5/3 | Review Schema | Cast Score: | 0.5/3 | User Point: | +1 | Overall Score: | 3.0/10 |
AWE: 1 Just enough in here to qualify for a 1 and not a 0.5. The geometry is as basic as you can get for the most part. The only highlights are some of the curved lights, and some chunks crumbling from the walls. Other angles are thrown in here, but they're not smooth, with brushes suddenly coming to an end.
The walls change from a grayish concrete texture from Metalmys pack, to other decorative, more colorful textures from the UTechs. Aside from that, there are mis-alignments, though not easily noticable, and other textures that just don't match up.
There are variances in the lighting, but they aren't done well. Though there are some light sources that provide light, there are other places that light comes from nowhere, or the only light comes from a teleporter. As for light effects, there are a few flickering lights, and some stairways that have some pulsing lights on them.
BUILD: 0.5 There are few sounds around the map, most are placed in light and zone actors. They add some livliness to the map, but not enough. The author does demonstrate that they know how to make movers and triggers work, but the effectivness is almost a nill. There's a trap that is shot triggered crusher that works, but it's not in an area where anyone is, so it's really useless. Not much of the skybox is seen, which is just another outerspace box anyways.
CAST: 0.5 Yep, if you haven't guessed by now, the gameplay isn't worthy of much. Bots tend to stay in the vicinity of the minigun and U-damage (even the author mentions this), which is a small area and is a great area for a rocket launcher, as the splash damage is apt to hit someone. The bots can reach other areas of the map, but they find there way back to the main "battle" area, which is somewhat understandable, seeing how the flow is. By stating the flow is horrible is the obvious; hallways deadend to a lift that takes you up to a teleporter, that either teleports you to another deadend, or near the area where the bots hangout. One big problem with the item placement is the U-damage, invisibility, and the redeemer are at each corner of that fighting area.
SCORE: 2 The author can use the UED well, as far as getting things to function, the next step is to get everything utilized to flow, look, and be more polished. |
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| | Map Comments |
| [N6X]R3plicant 11-28-2003 12:12 PM MST | | All files now present and correct. (28th Nov' '03).
| Homeslice 12-21-2003 02:09 AM MST | Rating: 4 | | Kinda low a score for this kind of map. Sure, it all looks pretty simple and it may well have been, but it's got some good detail and it has a bit of potential. At least, this is way better a map than I can ever make for sure....
| Vertigo 12-21-2003 03:14 AM MST | Rating: 4 | | ok the archy is simple, but at least is well built. And gameplay... well simple too, but this map deserves a higher note thatn 2.
| Erika 12-23-2003 03:38 AM MST | Rating: 3 | | Bah, looks like DavidM funky architecture.
The "pieces of wall" thing kind of turned me off. Sure, it makes it feel all arena-like but the architecture doesn't even rub off on it.
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