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DM-GorithmsGreatHallHigh 
Map Info


 
File Namedm-gorithmsgreathallhigh.zip
Authorthomas
GametypeUT Deathmatch
Date Added12-16-2003
File Version1.00
File Size1.15 mb
Player Count4-8
Map DescriptionOne of my larger maps styles I've been working to create a large 16 player map. Was trying out different effects in Unreal edit 2. Want to create a large map that was easy to learn and move around. I'm looking to get some feedback on the map so feel free to say what ever.
Review Rating4
User Rating6
Overall Rating5.0



 
Review


ReviewerArcadiaVincennesAwe Score: 1.0/3
Date11-19-2004Build Score: 2.0/3
Review SchemaCast Score: 1.0/3
User Point: +1
Overall Score: 5.0/10

DM-GorithmsGreatHallHigh (UT)

If you are epileptic or you get seizures from watching that certain kind of Japanese anime, you’ll want to skip this map. It contains a plethora of bizarre construction, texturing, eye-bleeding lighting effects and less-than-average gameplay. If you like visual experiments, take a gander at this…

AWE: 1.0

The architecture is a mish-mash of styles. Each section of the map is terribly distinct from the others with only a reflective checkered floor uniting all the places together. Unfortunately, this reflective tile fails to accentuate the rest of the map because it looks very much like an HOM effect and was difficult to watch scroll by. This was especially apparent where the author turned off the reflectivity around the central pool and it therefore became possible to the see the edge of the reflective/non-reflective tile border. There’s a castle section that is inexplicably green-tinted from a green light, though I know not where the light comes from. There’s a classical pool area with some interesting BSP cuts and a pool with a path across it in geometrically interesting pillars. At the end of this is a small room with a UT99 nude texture and two pillars. One way in and one way out. There’s another pool with a platform in the middle of it over which hangs an immense blazing bowl of liquid burning stuff. There’s a room that looks outside at rock walls, red sky, and smooth green grass? The same room has a cage-like elevator that leads up to another section where I couldn’t see the wall texture because it was so dark with a pulsing blue light that only helped me figure out where there was and wasn’t floor. Another section looked like a submarine sunk into the floor and attached to the ceiling with pipes. Flowing over the submarine the room’s walls was another pulsing light, this time red. There are purple corridors and rooms again looking out to the odd skybox. Everything in the level contradicts the other and the only consistency in its design is its inconsistency. It hurts.

BUILD: 2.0

Despite the visual pain the map was assembled with care. A lot f work went into its construction and I respect that. The brush work is extensive with cuts into the walls and ceilings in many places. The lifts work well and move at appropriate speeds. There are some ambient sounds but mostly just attached to specific places/things, for example the ‘pool’ that’s on fire has a fire crackle and a luid slosh sound. But these ambient noises are few. Overall it’s well-built but a lot of the build is purposeless.

CAST: 1.0

The bots are mediocre in this map. Most of them get hung up at the rocket launcher platform and either can’t escape the water before being killed or another bot enters and they fight. It seems to be a great attractor for the bots. Especially so because in the water under the unsupported castle area is the keg of health. Also in the same pool, under the rocket launcher platform is the shield belt. Another place the bots like to go but get hung up is the water pool with the pillared path across it. The damage amp is at the bottom of the pool and the bots love to dive in and go for a swim. However, they have difficulty getting out which makes them an easy target. Somewhat odd is that the bots either refuse to use the pillars and jump to the side of the pool, or they refuse to take any other path than the center pillar path. This makes them quite predictable and easy to pick off. Unfortunately there were a few sections where I never even saw a bot.
Also detracting from the gameplay is the excessively narrow corridors that connect most of the larger rooms. Narrow is a nice dangerous feature in moderation but this map is littered with them.
Aside from the super pickup locations the weapon placement is good and you never have to travel far to find something. And as for z-axis, well, there’s some but it’s mainly ‘forced’ and only in a few places. Most of the play area is flat or has stairs.

Overall it’s a psychedelic feast for the eyes, but an unappetizing one. The colors are too bright, loud, pulsing, inconsistent, and without clear sources sometimes. The architecture will drive you to distraction and you’ll be constantly trapped in narrow corridors. The reflective tiles will cause you to doubt the direction of gravity and the gameplay will leave you wanting. If you tend to use illegal substances, this is a map to check out. If not, then you want to pass this one by lest you seizure.







 
Map Comments


Homeslice
12-16-2003 03:57 PM MST
Rating: 6 
Pretty tough on flow. But it's got an interesting theme to it, though at times the lighting can get intimidating. It's a nice map though, but those of you with slow-end machines might refrain from it.

thomas
12-16-2003 04:59 PM MST
 
I have a lower detail version that improves frame rate a lot called DM-GorithsGreatHallLow should be up in a day or so. If your computer is slower them what I was testing with a P3 400 mhz with a G-Force 3 ti 200 you should wait for the other map. As for the map map let me know what hurt the game flow, narrow lifts or paths or what ever. All comments have help me in the past, thanks.

MajorM
12-19-2003 01:33 PM MST
Rating: 5 
Not bad, not bad. But the mirrored floor takes down the fps.

Sicko Teddy
12-19-2003 02:13 PM MST
Rating: 6 
NICE, but when i get to Reflective floor......

here's a simple math:
REFLECTIVE FLOOR + ROOM SIZE + 16 PLAYERS=
= dead gameplay
IT's a heavy load even on fast machine.
I wish the old UT had the ENvironment mapped reflection(like in UT2003) it work more efficient.

USE the MESH MAKER to replace complex BSP brushes with meshes.Your level will look like UT2003 level!(and go faster)TRY IT!

Master roshi
12-19-2003 08:26 PM MST
Rating: 5 
My Full reply go here: "with screens"
http://forums.beyondunreal.com/showthread.php?p=1308343#post1308343



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