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ONS-DeathGorge | | Map Info |
| | File Name | ons-deathgorge1.1.zip | Author | [CSi]Si-Borg | Gametype | UT2k4 Onslaught | Date Added | 04-09-2004 | File Version | 2.10 | File Size | 6.69 mb | Player Count | 0-16 | Map Description | Wide open outdoor map with only land vehicles. Fun and fast online action and pathed for botmatches for offline play also. V1.1 removes the smoke effect in the center of the gorge which causes some systems extra lag and reduces the sight range a good deal. (v1.1 has been uploaded but may or may not be downloadable yet.) | Review Rating | 3.5 | User Rating | 5 | Overall Rating | 4.5 |
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| | | Review |
| Reviewer | SirTahngarth | Awe Score: | 1.0/3 | Date | 04-07-2004 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 1.0/3 | User Point: | +1 | Overall Score: | 4.5/10 |
The custom ONS maps are starting to flow in, and here is ONS-DeathGorge.
This map is set in an open field, with a lava pit running down the center of the map.
The screenshot to the right shows basically the entire map. It is almost completely flat, with small variations in terrain height and nothing but a couple of rocks to obscure your view of anything. Visually, the map doesnt look bad, just extremely sparse. I would have liked to see something other than the center bridge that would stand out from the landscape (i.e. bases that actually look like bases, rather than a power core plopped in the middle of nowhere), but the technical construction of the map is not bad, there is basically no BSP other than the subtracted space the map is in, so there are no BSP errors, and the terrain is decently textured. The technical issues are in the bot support, as I will detail later, and the lack of a radar map screenshot, which to me is an inexcusable omission.
Gameplay is where it hurts the most. I have played many 20 minute rounds where neither powercore was ever vulnerable once. The center node is almost impossible to even have constructed for more than two seconds; this is especially true with bots, and is because you can see the center node from basically anywhere- none of the nodes have any kind kind of cover, except the ones closest to the power cores which have a rock or two in the way. It is basically impossible except with unbalanced teams to ever get into enemy territory and damage, much less destroy, the powercore. The center node should certainly be a challenge to hold, but this is downright ridiculous. Bots played decently, but would often drive vehicles close to the edge of the canyon and nearly as often over the edge. You will frequently see 5-car pileups around the center node. On a positive note, I had some fun leaping the manta over the canyon to go off pancaking bots on the other side. Any other vehicle must use the bridge, which will almost always be impassible.
Fans of the Raptor will be out of luck, as there are none here. Not that it would be very useful- with absolutely zero cover, AVRiLs would blow you out of the sky in two seconds.
This looks like the author's first map (I could be wrong), and a decent effort it is. However, this map needs some polish, more detail, better bot pathing, and some variation such as hills or whatnot in the terrain (which, with antiportals, will improve performance) so the map isn't tottally flat. If you like long matches, give this one a go. If youre looking for an interesting game or a visually imposing map, keep looking. There is such a thing as too hard- this map is too hard. |
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| | Map Comments |
| Lord Kafer 04-08-2004 03:03 PM MDT | Rating: 5 | | Let me guess - Screens are actually red not blue. Am I right? Why can't this problem be fixed?
Edit: Not bad visually, but impossible to play on my machine. It needs much better optimisation.
| Clobyn 04-12-2004 03:49 AM MDT | Rating: 6 | | I had some good fun with the bots on this map. The map looks nice (although the framerates drops in the middle -high action- area) I like some of the details like the concealed 'window' and the placement of the redeemers. Also the absence of the raptor is good.
The default link setup garantees a good amount of action on the centre node (bridge), but that's also the problem. With the openess of this map I think this will result in stalemate matches if played with humans (if the teams are of somewhat skill). It's pretty much impossible to hold the centre node long enough to be able to tear down and rebuild the next node. I've made another link setup (called it the Torlan style set up) connecting the outer nodes with each other, bypassing the centre node. This makes sure the action shifts (somewhat) on the map, but these nodes are even more open so, again, it will probably not work very well online.
A nice map, with a garuanteed huge amount of action, but I'm not sure how well it works with humans.
| sandorski 04-04-2004 06:01 AM MDT | Rating: 7 | | Pretty much agree. The center point is really hard to keep, but can be with the right tactics. Had quite a bit of fun with this map.
| Gnome_Boy 04-04-2004 03:56 PM MDT | Rating: 7 | | I do agree with Clobyn, the framerate drops cos of all the fog in the lava vally, which is a shame. Still a very good map!
| xanadu 04-04-2004 07:06 PM MDT | Rating: 4 | | This is a pretty good map, decent layout and all, i like the whole lava river thing BUT the creator went fog crazy, IF your fog distance level is turned all the way down, you wont be able to see very far, infact you wont be able to see much at all, so you could be snipedran over and you wont even see it coming, no other map that ive seen uses the fog to this extent, its a shame to coz this map is pretty good i like it alot, but the fact still remains that the fog is really bad, it seems like the creator had no considerations for people with low performance pcs to mid range pcs, i think hes either inexperienced or caters to people with MONSTERS of PC's so im giving it a 4 because of the fog, if it didnt have the fog i would of gave it a 7
| [GTO]Si-Borg 04-07-2004 07:58 PM MDT | | The fog level is actualy a number of smoke emitters. It was my first shot at an Onslaught map and the first map i've made in several years so getting things perfect was a challenge. Although on my system it plays very smooth.
The smokeyness was mostly intended as it would be quite difficult to see in the event of a real lava flow.
The center node is very hard to keep which is both frustrating and fun at the same time. I made several other link setups that I play vs bots often but didnt include those in the package as people have the ability to make their own links in-game easily.
The lack of the Raptor was indended in the design. Getting smoked from above anywhere on this map would be rather suck. (Since it is 100% open from above.) The land vehicles are a good bit more fun over the jumps anyhow.
BTW, their are a number of good spots you can "hop" the Manta to, including the tabletop rock near one of the nodes.
Look foward to my upcoming CTF/DM map that is VERY cool and a real challenge also. It should be up in the next week tops.
Edit: V1.1 uploaded which removes most of the smoke effect above the lava flow in the center of the map.
| Solarman 04-07-2004 08:29 PM MDT | Rating: 7 | | I think this map is a great competition map between the two teams to fight for the middle node very well balanced map I hope to see more OS maps from Author :)
| alterEgo 04-09-2004 10:54 AM MDT | Rating: 6 | | Not too bad of a map. Like others, I think the middle node is a little too difficult to capture. If you use the link editor and make two more links to connect both outside pairs of nodes, however, the map is a little less likely to stalemate. I'd still like to see something done to make the middle node on the bridge a little less open to attacks from miles away, however.
| X22887 04-10-2004 02:01 AM MDT | Rating: 3 | | I hate the crap out of this map.
I didn't get lagged to death I got bored to death with horribly repeatative gameplay that almost reminded me of a deadlocked tvb match in SC... not to mention less than great lighting, uninspired layout, and jagged places in the terrain the could have been fixed with even a ml of care.
I rather try and play br-findthegheyball...
I was fun the first 15min so d/l it play it once an file 13 it.
nice first try at an ons map, I hope my abrasiveness might help the mapper smooth some rough edges. I'm interested to see his next map.
| [WoD]Mephisto 04-10-2004 09:47 AM MDT | Rating: 6 | | i didnt have any trouble with the center node, but that's probably because i'm faster then bots. i got to the center node first and my bot team didnt seem to have any real trouble keeping it. i guess it could be an issue with all human players though. the map doesnt look too bad, although it might be a bit open in the center. the bots also know their job, so no complaints here either. the biggest problem with this map however is the framerate. although i have a pretty fast machine, this map performs considerably worse then most UT2004 maps. i wouldve given it a 7 if it didnt lag so much.
| utvet 04-10-2004 03:00 PM MDT | Rating: 2 | | yawn..this map needed to be optimized for starters..bad fps and then it just seemed to be to repetitive...impossible to actually finish under 20 min..so it just got boring..if it was bigger, more cover and a couple more nodes added I would probalyfeel different..good luck next time.
| Shamali 06-18-2004 03:41 AM MDT | | well the only problem i am having with this map is to get it started in the first place.. If there is a problem with this file is there any way i can fix it?? Maybe going thru the editor will do it but doing what with it thru the ed would require a little help.
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