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DM-CBP-Finale | | Map Info |
| | File Name | dm-cbp-finale.zip | Author | Gui | Gametype | UT2k3 Deathmatch | Date Added | 03-26-2004 | File Version | 1.00 | File Size | 6.26 mb | Player Count | Unknown | Map Description | None | Review Rating | 8 | User Rating | 8 | Overall Rating | 8 |
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| | | Review |
| Reviewer | Twrecks | Awe Score: | 3.0/3 | Date | 03-28-2004 | Build Score: | 2.5/3 | Review Schema | Cast Score: | 2.5/3 | User Point: | 0 | Overall Score: | 8/10 |
One of the last 2k3 reviews I'm hashing out, this is a reprint of my CBP review, with scores:
First I want to say how really impressed I am with this level of the Community Bonus Pack. The detail depth goes way beyond what you would normally expect in a map. Sure, most of the visuals are borrowed meshes from various packs, featuring predominately ShipTechHardware. But in addition to the MyLevel of converted brushes, there are no less than 1137 assorted meshes in total. Drop in 1043 light actors, 23 projectors and some custom texture manipulation, and you get one seriously demented mapper. Oh yea, you might think this no big deal, but take into account there are only 3 rooms in this 1-on-1 map and the significance begins to take hold. This is no littered mess. Just a reminder for other would be mappers, that meshes are "decorations" not trash. Not all maps are solely a tally of their parts.
As allured to, visuals are premiere. The map presents itself as an active space station, with a texture tweaked Phobus skybox and attena array visible outside the extensive windows that girdle the playing area. Inside, we get high tech trellised cielings, pressed steel floors, and a myriad of wall coverings backdropped by a common pulsating red circuit board panelling. The multitude of meshes get massaged by a collection of light sources, many of which blink at a hidden purpose or glow omminously from behind grill work. I particularly liked the blue plasma tubes, arcing from static collected from the station's windows. I normally bag on authors for over abundant light sources, in this exception it works because it fits into the theme.
An important supporting item is sound. With 62 odd ambient sound actors and a few triggered soundFX, Finale fills the audio requirement. One aspect that was off note is the inconsistancy between lifts and jump pad soundFX. With only two of each it was odd to have miss matched soundFX for each pair. While this may have been intentional for the 1-on-1 context, directional ques should have been adequate. Included is one of the custom music tracks accompying the CBP. Some will like it, others won't, however the soft industrial pop puts drive into the map with its looping crescendos. Even if people hate it, an author should always make the choice, even if it is Blank.
Even without the multitudiness, Finale is well fleshed with BSP. Each room shells out z-axis in a three tier fashion, with short connecting hallways, wrapping ramps and stairways. The upper most tier a favorable roost for surveying the map quickly. Zoning is taken to extremes, zone portals subdividing the rooms like a Neopolitan ice cream. I don't see this EXTRA zone portaling improving performance as much as the well placed anti-portals and liberal use of form fitting blocking volumes. One cheap trick this map uses is a teleporter, tying the kitty corners together. Fairly well realized, I was disappointed at the stock spawning soundFX which was to slow for the through pace. A flash of light, or gratuitous particles could have been a positive effect to admonish its instantaneous nature. The teleporters do add to the connectivity, serving more of a tactical use for ambushing persuers than improving flow.
Bots on lower settings can be pretty stupid with the translocator in this map. A couple "wait here" AI scripts, jumpspots, jump pads and movers get the nod. Item placement is thought out, the central Super Shield the main lure and only power up. As expected in 1-on-1, lesser items will be in player's paths. The best attribute this map has is for the chase. The layout encourages cat-and-mouse tactics and many of the advanced moves experienced players use, even lift jumps. Without the translocator, as hardcore gamers prefer, players can get about quickly and still have room to fight. Online or in a LAN, Finale will be a among the rotation on many 1-on-1 servers for its gameplay alone. Factor in its good looks and solid construction, I should expect this map to be played in the community for a very long time. |
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| | Map Comments |
| [morpheus] 03-26-2004 01:37 PM MST | Rating: 8 | | A great map. Still, it's basic structure is a couple of large cube shaped rooms and I find that very disturbing.
| Obi-Wan 03-27-2004 03:14 AM MST | Rating: 8 | | really nice map, with great flow, looks, lighting, & item placement
| Sicko Teddy 03-28-2004 01:43 PM MST | | zzz remind me of the Ut1 DM- Tempest. (tempest also had an ennoying music, which made the level unbearable!) This map is good in terms of visuals, but I prefere something more inovative, surprising, and with some funny moments and secrets. this map is too classical.. Sry. I don't put score, because it's only about my taste, but the map isn't rated by tastes though! EDIT- @ Decoy, I'm not flaming anyone or anything!!. If I don't quite like something, i just don't put up rating! You might misinterpret my words.. i try to be honest! OK! If map rocks - it rocks, if it sucks it sucks!If it looks cool, but you don't like style,fine! :p In fact I did download and play those maps so what is the noise is about!?? + inaddition, in the past I could not leave no score,(now it is possible!!) @ mapper- nicely done job, but need something refreshing! Architecture is neat, NO bugs (or mice) found.
| <[DecoY]> 03-27-2004 06:45 PM MST | Rating: 7 | | @Sicko: FFS lighten up dude... I've seen all the maps you've posted on, and you've been breaking them down like they we're cookies... and learn the meaning of the word 'Irony'...
@mapper: Good map, nice flow... touch of bad lighting in some 'archways', but it doesn't spoil the atmosphere
| Gui 03-28-2004 11:20 AM MST | | Thank you very much for the review, man, muchly appreciated :]
| souldividersjosz 03-29-2004 07:20 AM MST | Rating: 9 | | Perfect maps don't exist.... or do they? This map comes very close to the ultimate in gameplay, visuals and flow. It almost doesn't get much than this. Gui is da man!
| Cobra 03-29-2004 03:52 PM MST | Rating: 9 | | Another brillant map by Gui simply superb!!!!
| Aggressor 03-30-2004 04:19 PM MST | Rating: 8 | | A very good map. The build itself, albeit stuffed with deco, is pretty standard, and the gameplay is more than solid.
| Blueyes 03-30-2004 04:47 PM MST | | Almost every good maps made with only white lights are usually from Gui!
This man just doesn't like colored ones!( joking )
I can recognise your "griffe" doode, congrats!
| Shadowlurker 04-14-2004 05:49 PM MDT | Rating: 7 | | Another strong map in the pack... this one just feels a little bland. I wish it had a little more flair, something a little different or extra. As it is, it's a fairly decent enough map but it's not got that certain something that would take it up a notch... in a sense, it's boring.
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