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DM-Supernoxx | | Map Info |
| | File Name | dm-supernoxx.zip | Author | UArchitect | Gametype | UT Deathmatch | Date Added | 01-14-2004 | File Version | 1.00 | File Size | 4.5 mb | Player Count | 8-12 | Map Description | yes its a remake of spacenoxx, botpathing is unfinished but i wanted to get it over and done with
i dont expect to get praise for doing this, i simply tried to make a bad map better :P | Review Rating | 5.5 | User Rating | 8 | Overall Rating | 6.5 |
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| | | Review |
| Reviewer | Frieza | Awe Score: | 2.0/3 | Date | 05-22-2004 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 6.5/10 |
DM-Supernoxx is a remake of DM-Spacenoxx, but then bigger, better looking and with a small amount of gameplay-improvements (and deprovements). It also features a nice array of new, crisp, clinical looking textures to enhance its graphical features. So what is so different about Supernoxx?
The architecture is sort of similar to Spacenoxx but it looks a lot better. New to Supernoxx is an extra floor added inbetween the top and lower floor from the original Spacenoxx. I’m not quite sure what its functionality is though. The bots hardly get there and infact it’s also rather hard to get there yourself. No jumppads whatsoever are present to take you there. Not that you really need to be on that floor anyway, there isn’t a single weapon or powerup present! But more about this in item placement. I also want to mention that on my old system I had a pretty bad performance, but I suppose that on average systems (PIII 733 Mhz and up) performance won’t be an issue. The lighting is ok, the jumppads give a nice red color when you jump on them. There’s also a reddish/orangeish light coming from the nebula above you, which by the way looks very nice. A lot better than the big planet below you, where you can clearly see the lines between the four textures. Also present are some nice spacy white lights. Nothing wrong here. Texturing is great, possibly due to the new textures aswell, which give the map a fresh look. I didn’t find any misalignments other than that big planet I mentioned above. Good work here.
The map features a few gameplay enhancements, that are either bad or good. Let’s start with the good. When you fall off the map, it is now possible to save your ass from redemption. Below the map there are 4 small teleporters that will port you back into the level. Usually when falling off you still have enough time to reach one of the teleporters. A con to this is that everytime you teleport into the map again you loose about 20-50 HP, but I suppose that is a small price to pay for your live. The gaping pit of death has been lowered somewhat as well, which is rather convenient, as a miss jump doesn’t mean instant death any more (well for bots it does :P) Which also brings us to the bottleneck of this map, botplay. After following a bot for awhile I discovered some disturbing problems. Lets start with the worst. The map features an Udamage above the gaping pit of death (Like in the original). The bots ‘try’ to get it, but will alawys fail. What happens is this: They jump to the Udamage and grab it, but their jumps are always too short, resulting in falling down and dying in space. F they don’t go for the Udamage, they will always at one point end up constantly jumping on a certain jumppad, flying up in the air, jump on the jumppad again, fly in the air, etc. in an infinite loop. I do have to say that in gameplay with more than one bot this fault hardly ever occurs as the bot will probably be distracted by an opponent and stop it’s infinite loop. Another problem when playing with a bunch of bots is that they will pretty much always stay on the ground floor, unless accidentally stepping on a jumppad :P Also, when they fall down to the pit of death and accidentally land on the small circle surrounding it, they will just stand around doing nothing until shot. This also happens with bots spawning on the added floor or on the top floor. They won’t do much until shot. Item placement is great (Although bots don’t go for the items, but that has to do with botplay anyway). The weapons are well spaced out and the sniperrifle is in a pretty secure spot (Bots don’t get it). One issue with weapon placement is the total alck of weapons on the added floor (As said above). Now what really shines here is the placement of special items. They are either well hidden or hard to get. You have a big keg o’health high in the map, an invisibility powerup hidden under the elevator and the Udamage above the pit of death. If you perfectly time a liftjump, you may be lucky enough to grab a redeemer aswell.
Sound in the map is rather bland. The jumppads give sound when you jump on that, and the pit of death emits a sort of musical hum. But other than that there’s no ambient sounds. Which is actually pretty realistic, as it is impossible to have sound in space anyway. But it’s still rather boring. The music choice is good, but the song is one of UT’s standard songs.
Conclusion: A somewhat decent remake of Spacenoxx that is letdown by bad botplay and the useless added floor. Give it a try, it should be enjoyable enough. If not offline than certainly online. If you put botplay aside, this map is more balanced and more enjoyable than the original Spacenoxx.
Awe: 2.0 Build: 2.0 Cast: 1.5
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| | Map Comments |
| XepptizZ 01-15-2004 07:16 AM MST | Rating: 8 | | I know the original version and htis one is built from scratch. So that's good. The teleporters down-under are a nice touch. I've seen better triggers though. The Archi is nice, A bit bland TXTuring, than again it fits the space theme.
Good level overall, but after a while it starts to bor.
| Tommy boy 04-09-2004 07:16 AM MDT | Rating: 9 | | how do you mean "NOT GETTING PRAISED FOR THIS" this is the best version of spacenoxx ever Even BETTER than the original one No realy dude this is a great map , and you should get praised for it
| UArchitect 05-22-2004 12:50 PM MDT | | thanks for the review frieza :) a v2 is underway :P
| EvilSwanky 05-29-2004 04:44 PM MDT | Rating: 7 | | Well, yet fun, but some small things I don't like: - huge scaled textures without deatiltextures (though they look good) - symmetric layout (try to make small differences here and there in layout, even in such maps) - bland and mostly boring lighting, even yet colorfull, too colorfull in times...
On the other hand, this map's making fun, and textures look good (add a plus for custom textures) If you don't care about the small things in graphics and if you don't mind minor flaws in layout, give it a try.
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