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DM-SpazSector | | Map Info |
| | File Name | dm-spazsector.zip | Author | ChaosKrisis | Gametype | UT Deathmatch | Date Added | 03-29-2004 | File Version | 1.20 | File Size | 4.21 mb | Player Count | 3-6 | Map Description | Spaz Sector is a multi leveled complex, featuring tight Deathmatch game play. The fluidness is very good because of the simplistic of the design. It is how ever changing every day and ill soon release the next version. | Review Rating | -- | User Rating | 5 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| Ironblayde 03-29-2004 09:38 AM MST | Rating: 4 | | I'll stick to NC's review schema since I wasn't initially sure what to rate this map.
AWE: Visually, this map is very bad. The architecture is boring and without adornment. Its textures are a potpourri of selections from UTTech2 that often don't look right together, as if the author wanted to vary his textures a bit but fell very short trying to pull it off. There aren't as many texture alignment errors as I've seen in other maps being uploaded to NaliCity lately, but that's because the walls are almost invariably multiples of 128 UUs in length and meet at ninety-degree angles; like I said, the architecture is very boring. There are also some truly hideous lighting effects. One part of the map features a night sky casting bright red light onto light brown walls inside the base. Ugh. Splotches of purple light show up on some walls from a light with a large radius that's mostly drowned out by white lights in its immediate vicinity. Blecch. The map's center has very bright orange lights on the ceiling with awful-looking coronas. Yuck. One corona in an upper hallway is placed about 48 UUs too low, so it's just floating in midair. Oops. In fact, many of the coronas in the map are poorly done, appearing to emanate from a spot in front of their companion light fixtures rather than from the lights themselves. (0.5)
BUILD: Although the simplicity of the architecture makes the map thoroughly unattractive, it also means that there are no BSP holes apparent, and with a polycount that virtually never exceeds 100 (There are barely 1,000 polys in the entire map.), DM-SpazSector will run smoothly on even the humblest machine. Bots seem to know their stuff, which again is not surprising given that the level is extremely simple in construction. There are some build mistakes, however. Two zone portals that shouldn't be there create two extraneous zones that consist of one tiny hallway segment each, and two zones that should be separate leak into one another because the author forgot a portal in the bottom hallway. I know I'm nitpicking here, but there are some rather embarra-s-sing (Curse you, language filter!!) spelling mistakes in the zone names as well. (e.g. "Scrond Floor") The only ambient sound isn't placed well and doesn't add anything to the map. Finally, two lifts near the bottom of the map move much too slowly. (1.5)
CAST: Gameplay is all right, with weapons and item placement average, although the Big Keg O' Health in the upper hallway is a rather odd choice for a map like this. While playing, I got bored very quickly. After playing through this map for about fifteen minutes, I feel no desire to play it again. Still, the overall layout is not bad. It does have potential, and it may appeal to some players. Not my thing though. (1.5)
SpazSector gets a 3.5 out of 9, which scales up to about 3.9 out of 10. It's not a very good map, but I wouldn't call it horrible either.
| KosaPL 03-29-2004 04:25 PM MST | Rating: 5 | | U r right man :P
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