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DM-DarkMind 
Map Info


 
File Namedm-darkmind.zip
Authordoublepenetration
GametypeUT Deathmatch
Date Added12-05-2003
File Version1.00
File Size1.58 mb
Player Count2-4
Map DescriptionMap is designed mostly for 1-1 matches but can accommodate 2-4.
Review Rating5.5
User Rating6.5
Overall Rating6.5



 
Review


ReviewerNahandAwe Score: 2.0/3
Date09-19-2004Build Score: 2.0/3
Review SchemaCast Score: 1.5/3
User Point: +1
Overall Score: 6.5/10

Even though the author doesn't say in the README, this map takes layout/architecture cues from Q3DM9 (-i think), the CampGrounds. With some controversy these days about remakes/conversions and their purpose/meaning, this map seems, despite some flaws, to nail a bunch of things right about the subject (IMHO that is).


AWE: 2
Texture work is based on Quake 3 Arena's Gothic style, but simplified to a point you get to see much more gothic stone and little of anything else. Still, the "anything else" is trim and some nicely made monster masks on walls with a blue effect behind, emulating Q3A's shader system.

Most striking though, its the "atmosphere" the map presents to the player. A true eerie place, dark/reddish, foggy (evil?), inviting to bloody manhunts.
The lighting follows this premise, as if coming from the mountanous "reddish" skybox. Other than that, light also comes from some yellow-ish spots, but i noticed at least one "glitch" in the "arena" area (my, my! So much " used!): on one corner where is light, the player will still be pitch-black unless he gets closer to the inside of the area.

On the architectural department, it looks smooth but solid most of it, and with some bare detail here and there, maybe on purpose given the "inspiration" from
where this was made. Straight, functional but still appealing - that's how i could sum it. In a pleasant way, it shows resemblence with the Q3A map while not being a copy of it - not in total layout or theme.


BUILD: 2
There's some good points and some bad points here. The bad ones are the motion-less lava pool at one exit of the main arena; or the extremely annoying kicker, that
projects backwards instead of forward. This is especially noticed with BOTs, as they'll keep on jumping backwards until eventually die from cratering :(. An easily fixed problem that would improve play.

On positive points, the brush work can be interesting (like the doors of pressure chamber), there's ambient sounds that help the theme, and there's a triggered trap with an Amp'D, as well as a trick with a Redeemer.

Music is UT standard, but oh well...


CAST: 1.5
The gameplay is cut short somewhat, wich is ironic, thinking in Campgrounds. The already mentioned "broke" kicker will hurt BOT play (humans can work this easily
though). The other main aspect is the combination Amp'D, Redeemer, and Shield Belt.
The Shield Belt is positioned in an open but edgy high place, so you'll have to move fast if you want to take it, and the combat to dispute it can be interesting, making it yet the best thought out item placement in the map IMO. Then there's the Amp'D inside the pressure chamber trap. This trap is situated on a busy area most of the time so getting it without being trapped can be a nerve exercise of timed precision.
The Redeemer is on a closed gate that'll open under certain circumstances. The gameplay "problem" here can be the domination of one player over the others with less contenders in game. Since the author pointed out this is towards 1on1 play (even though the map name doesn't have any 1on1 tag), this 'can' be extremely biased, as one can get the Shield Belt, fall to the Amp'D and run for the Redeemer while the other
guy won't stand a chance againts this power. Recommended that you use always 3-4 players or more.

Other thing is the weapon/ammo placement on the main arena, with a Pulse Rifle, a Bio Rifle, and a Sniper Rifle at balcony level with 2 ammo near each, and a Rocket Launcher with 2 ammo near, at the arena ground. This is just too much firepower and its fuel in one place.

Other than these 'complaints' of mine, the map still plays ok, despite some hiccups from framerate here and there.


I can safely say this map would be good... if some play-testing were taken and some glitches/gameplay balance corrected.



 
Map Comments


UArchitect
09-19-2004 05:19 PM MDT
Rating: 6 
was cool at the time :P

Homeslice
12-06-2003 10:55 PM MST
Rating: 7 
Not bad. Although, I don't see any fog on my computer, probably cause of my settings. Theme is pretty nice, though a tad dark in places (hence the map name). Good job!

PapaBear
12-07-2003 02:37 PM MST
Rating: 8 
Way cool map - loved the twists and turns, the traps, the little blue thingies was a nice touch. A lot of fun to play, one of the better skys that I have seen in quite a while. Good bot support - even in LMS which says a lot. Nicely done.

doublepenetration
12-12-2003 07:53 PM MST
 
All I can say is "WOW"
Thanks to all of you for the great comments :-)

The skybox really isn't a skybox either, it's (underground) sorta like DM-Inferno in UT2K3 without all the flames.

Screen Shots of my current project may be viewed here:

http://forums.beyondunreal.com/showthread.php?p=1295482#post1295482

QUOTE:
ghostwheel
12-10-2003 12:01 PM EST Rating: 5
I'll give it a 5, because I did'nt try the map altho it looks cool from the screen shots, I wont play a map made by a cheater, this guy was recently caught on my server with an ElfLite aimbot, you get no respect from me dude.


This guy is a member of the [RAGE]clan, I'm sure he didn't want me to spill that but oh well, you get what you deserve. Everyone that beats down a RAGE member (less you're a noob you can) is considered a cheater.
IMO the majority of their members should just give the game up because they are such poor loosers.
If you're going to comment on my work, FINE post your slander somewhere else this is a mapping forum.
Try www.slanderouspigs.com if it's available you can own it because you need it!

XepptizZ
12-11-2003 01:52 PM MST
Rating: 4 
Not bad. Not my style.
A flaw I found was the kicker wich should fling you up the leg.
The problem is it flings ya to the opposite direction.

I mainly don't like the lay-out I think.

Vertigo
12-15-2003 05:58 PM MST
Rating: 5 
"camping grounds" was c00l, but thats just in quake. in quake its cool jump on one of those omnipresent kickers while firin' 5 rockets/sec. while you are ascending... but in UT thing are different no spam to win, only aim&strategy :(

redfist
09-19-2004 01:39 PM MDT
Rating: 6 
Very wierd that this got reviewed,the author sent me this way back before it was done(allmost done) only a few funky gameplay issues,but for me was slightly better (all maps in general) for gameplay.The graphics do depict Quake3 ,and the lighting.

ChromeBallz
09-19-2004 03:14 PM MDT
Rating: 5.5 
I think it could have used a bit less eye-stinging red, a bit more brownish would ahve been better, to suit the original map theme. However, the best might have been to simply change the q3 atmosphere to an ut atmosphere, which is simply done by redoing the lighting and textures in this case. It would fit better imho.

Manticore
09-20-2004 06:18 AM MDT
Rating: 6 
It's all been said. Nice Quake influenced graphics and one or two technical issues. In my opinion it can handle 2/2 gameplay. Good job........

milb
09-20-2004 09:32 AM MDT
Rating: 7 
Good one.

GRAF1K
09-20-2004 11:53 AM MDT
 
Nahand, your constant and completely superflous use of quotes is really annoying, esp. because all the opening quotes aren't parsed correctly in reviews or something. I's not as bad as with your last review, DM-1on1-Nano...

Nahand
09-20-2004 03:25 PM MDT
 
... i "know" :p ...

Shao
09-24-2004 08:56 AM MDT
Rating: 6.5 
dude , I don't like Quake , but I rate for your map:P

Uncle_Bob
09-27-2004 05:14 PM MDT
Rating: 6.5 
I like the look of the map and the game play was quite fun. The lighting wasn't as red as in the screenshots. Maybe more of a flowing layout was needed, but still a good map.



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