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DM-1on1-Gecko | | Map Info |
| | File Name | dm-1on1-gecko.zip | Author | Gecko | Gametype | UT Deathmatch | Date Added | 01-09-2004 | File Version | 1.00 | File Size | 2.33 mb | Player Count | 2-4 | Map Description | None | Review Rating | 5 | User Rating | 6.5 | Overall Rating | 6.0 |
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| | | Review |
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DM-1on1-Gecko (UT)
A very bleak 1on1 map that shows some promise but still needs more work. The author’s first attempt at a map is a decent one. But he still needs practice with a few things.
AWE: 1.0
The theme is clear in this one: I like concrete. The walls are cinderblocks, the floor is concrete, the ramps are concrete, the trim is cinderblocks – it’s all about the concrete. This means that almost all the texturing is grey. The textures are mostly well aligned and well-applied, but variation in texturing would help this map very much. The edges were trimmed well, which is something many first-timers miss so kudos there. Overall, he’s got the texturing basics down – now it’s time to expand on them. As for the lighting, again it’s bland. The color palette is extremely limited, as is the brightness and use. The map is dark overall but the good kind where you can actually see your opponent but you still get the atmospheric effects from it. But, dark lighting plus grey textures don’t make the place look any better. So the lighting was applied well, but its design was flawed. The architecture was very basic but not bad. The author did try some slightly more complicated brushes with the recessed floor lights on the ramps from the lower trench, and the recessed alcoves with curved borders. But the remainder is overwhelmingly simple. Not bad, just blah. Overall the basics have all been placed but nothing’s elaborated upon. Variation in lighting color would have been nicer, a mix of textures would have helped immensely, and more interesting architecture would have made the map much more interesting.
BUILD: 2.5
The BSP is built competently if simply. The fans work fine but the sound they’re matched does not fit. The fans are spinning a little too fast to be creating the sound that’s attached to them. The water puddles to produce the requisite splash when one pass over them. The lifts, which I discovered by accident considering they were so well-hidden in the dark, functioned fine and had a sound attached to them. However, other than these sounds, there is no other sound that I could hear. Ambient sounds throughout the map are a must in order to complete the theme and this map just does not have them. If the sound had not been an issue, then there’s really nothing wrong with the map, per se, in terms of construction.
CAST: 1.5
The gameplay in the map is stripped down to the basics. There is some z-axis, the most prevalent being through the large hole in the center of the floor. But the remainder is in the ‘trench’ that divides the lower map in two. There is certainly a ‘trapped’ feeling when in the trench which is good, and the ramps that lead back up are easy to get to in order to escape the trench. The risk the trench presents is not really any risk at all. There are some boards to use to cross the trench but I never needed them as they, and the island the thighpads are resting on, are quite easily jumped. This makes the danger of falling in the trench much less realistic as the only way to fall in is to grossly misestimate your jumps. The bots were comfortable with pretty much all of the map except for two points. They tended to congregate on the lower portion of the map, and the had a tendency to get stuck running up and down the ramps leading out of the trench. Many a time, I was looking for the bot and found him running half-way up the ramp, then back down, repeating this about 2 to 3 times, and then finally getting up. The weapon layout was good except for both the flak and rockets residing on the upper floor. Mixing these powerful weapons between the floors would have been much better. Also, the armour was placed on a platform a few feet higher than one could jump, necessitating a hammer jump up to them - a nice enough risk/reward. Put together the gameplay is decent enough for a first attempt. But for experienced players it won’t be a whole lot of fun. Combined with a little bot/ramp wonkiness and the two most powerful weapons up on the second floor, the gameplay suffers a little too much to be a barrel of fun.
For a first map 1on1-Gecko isn’t too bad. The basics of lighting, texturing, and geometry are there but certainly need development. The gameplay needs a little more consideration before weapon layout is undertaken and botpathing would need more careful examination. Go ahead and grab this if you want to check out an honorable effort at a first map.
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| | Map Comments |
| XepptizZ 01-10-2004 11:27 PM MST | Rating: 6 | | Not bad but the level is just a bit to bland and laks a decent gameplay.
1. Getting a weapon is a tough job, meaning that in the middle of a fight I end up dead holding an impacthammer.
2. The lower level is a place where you don't wanna be. It's just to cramped in battle. The top floor has a narrow hole, well, to narrow for Z-X shooting. So fighting mainly accurse on the center level.
But you've got your style well under control, but nothing "new" like the Fractal Pit or the redeemer in Morbias.
A 1-on-1 like yours needs something special to make the gameplay more interesting. And power-ups may be used in levels, I mean: not even a shieldbelt?
I hope this will help you.
| Gecko 01-11-2004 04:14 PM MST | | Thank you. For my Next map I will consider your tips.
| C0der 01-14-2004 01:34 PM MST | Rating: 7 | | A bit more detail and little improvements in item placement and we'll get very cool map. Perfect for 1st map
| IN_tr_der5 01-25-2005 10:14 AM MST | Rating: 7 | | Was small but nice to play with 2 bots.....
give a 7 but re-did the pathing (a little...oooh)
mebbe he'll make nice big maps later on...
i bin trying this ued2.0, (as i usually use Qradient),
find it easier and fun(ner) to make UT stuff come to life..... ;)
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