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ONS-Ligeia 
Map Info


 
File Nameons-ligeiafinal.zip
Authortheepiphany
GametypeUT2k4 Onslaught
Date Added05-11-2004
File Version1.00
File Size10.75 mb
Player Count12-24
Map DescriptionNone
Review Rating --
User Rating6.5
Overall Rating --



 
Review


No review currently available for this map.
Click here to request a review of this map.

 
Map Comments


sandorski
05-12-2004 12:37 AM MDT
Rating: 8 
Great ONS map, recommended download.

Manticore
05-12-2004 04:35 AM MDT
Rating: 8 
The look of this map does not impress me. In that regard it could have been better executed; I'm sure. The use of the sort-of urban steet lamps is pretty inappropriate and, considering the theme of the map, perhaps you should have gone a bit more industrial with that element and had some huge floodlights or something instead.

The look of the terrain is pretty average. Some stars in the sky would have been nice, perhaps.....

The best things about this map are the scale and the layout. The placement of the nodes and the clever use of the underground and mountain top locations make this one of the more challenging ONS maps so far.

That's why my rating is so high....

Good job!

killraper
05-15-2004 08:27 AM MDT
Rating: 9 
great map, I like this one coz you get all the weapons and you have sufficient vehicles. this map get's a 9.

great work.

[WoD]Mephisto
05-15-2004 01:23 PM MDT
Rating: 6 
i dont know why some give it a high score because of the weapon placement. i personally felt that kinda sux. in the center of the mountain i found only one weapon locker, and you have to walk quite a bit to get there.
i also dont think there's plenty of vehicles, cuz i too often found myself without one. the fps seemed a bit poor, and i think it could do better with some more optimisation.
the biggest asset of this map is its original layout, but i found the link setup very poor. its just too linear, you can only attack one node at a time. and once you get the top node its very easy to defend, cuz the distance to the node to be attacked between your own locked node is almost nil while the distance to the opponent's node is quite large. once you lose the middle nodes, you have to take one specific node to attack others, which is vitually impossible with the defenders so close to it. and to make things worse, to take the other node in the mountain you'll first have to take the top node, which is locked while you are busy on the other one. i dont know if i said it clear enough, but the link setup took a great deal of the fun away.
i kinda agree with manticore on the looks, plus the fact that i thought this map was a bit too dark, even for a nightly setting. of course its kind of realistic to keep night maps dark, but its no fun when you dont see a lot.

for things to improve, start on the gameplay. a better link setup would make the map a lot better.

kingmango
05-15-2004 05:28 PM MDT
Rating: 5 
This map could be good with a bit more work. The lack of playerstarts around nodes forces you spawn at the base everytime you die or try to teleport. More mantas/raptors with such a big map. And it's not that the map is really GINORMOUS, it's that the node layout makes it feel that way. A touch more zone light, put the deemer somewhere else. Two openings into the mountain is fine, but it needs more than two bridges. Do something about the popping in the skybox. Black distance fog is cool but you have to put a fogring in your skybox to eliminate the pops. Some more stuff in the skybox, reduce the size of the moon. The terrain layers need z alignment in some spots where they are over strectched at the steep cliffs. Some more work on the mountain road to even it out and smooth the outer edge a bit to reduce the pointiness. This map is really a beta IMHO. But it has potential.

Draco
07-11-2004 02:19 PM MDT
Rating: 8 
Good ons-map.Download it...

Moriyosi
09-01-2004 06:02 PM MDT
Rating: 5.5 
THE GOOD:

An Improvement. Ligeia is a substantial step up from ONS-CobraPass, the author's last release. A larger, more considered map, Ligeia's main strengths lie in its node design; the crux of each match lies with the central power node, located on top of a winding mountain in the middle of the map. The resulting offensive and defensive strategies make for an interesting deviation from the typical Onslaught model.

THE BAD:

Lack of Mobility. Thanks to the importance of the central node, mobility is an absolute priority for both teams. Throw in a Leviathan defending said node and restrict access to a narrow, spam-heavy path, and the scarcity of Raptors and Mantas becomes a serious liability.

Weapon and Item Placement. Weapon lockers load players up with one of everything, regardless of actual utility, while most other pickups are simply scattered around the map in a haphazard fashion. Regardless of the author's intentions, this kind of allocation just feels lazy and unconsidered.

The Lighting. And lack thereof. Most of Ligeia is pitch black, making navigation difficult - if not outright impossible - when coupled with the non-standard node layout. Waylights have been scattered around the level to break up the monotony, but the glare they cast is almost obscenely bright; the lack of coronas also leaves such light sources extremely plain-looking. The transition between the Inferno-esque red found in caverns and buildings and the fullbright tunnels linking these to the outside world can be charitably described as 'less than accomplished'.

THE VERDICT:

A surprisingly solid second effort, albeit one still a ways off from reaching 'essential download' status.

EDIT - ASIDE TO THE AUTHOR: I actually downloaded AnHonorableDeath first, then went into your back catalogue for subsequent reviews. I found it put a lot of things into perspective, and made the former that much more notable. That the scores between these two maps are so close is entirely due to the fact that Ligeia's bot support is far better than AHD's.

I don't think Ligeia itself should be seen as a total writeoff; the central idea is still a good one, and might be worth revisiting in future. One possibility would be to move the cave structure to surround the mountain, rather than placing it directly underneath, with multiple nodes along the way up to the summit and several avenues of approach. This makes the long crawl upwards more engaging and keeps the best features intact. -M.


CursedSoul1
09-01-2004 09:34 AM MDT
Rating: 5.5 
by the looks of the map i think this mapper lacks knowledge all the way.
also im guessing that the layout isnt as superb as mentioned.

will dl and check it out.
and i was right.

I do have to mention, if this terrain is really made by the mapper, its awesome.
The vehicles where placed on good places.
but thats it.

It totally lacks decent lighting, in some of the rooms there is just light and no lightsource, some meshes seem unlit or overbright and totally dont fit the rest of the map.
it looks like the mapper knows his way around the terrainbuilder and a little bit about lighting but thats where it ends.

this map could have been very nice, if the mapper actually took the time to make this map look very nice, instead of very crappy.

becouse of this, everything above a 6.5 isnt correct, especially when compared to the top notch ons maps out there.

if the mapper would spend the time to make this map look very god (check out: http://nalicity.beyondunreal.com/map_hub.php?mid=7670 )
to learn a bit more about detail and looks.
atmosphere and feeling.
also check out http://planetunreal.com/phalanx for some superb tutorials on how to make things look good.
and there are tonz of beginner tutorials all over the place :)

i advice you to fix this map up to make it ubernice.


5.5 becouse you lack everything but terrainusage.

theepiphany
09-01-2004 01:35 PM MDT
 
To CursedSoul and Moriyose

you guys are completly correct about this map. In my defense this was my second map, i had just finished cobrapass, which yes that map sucks completely, that was my first, but i was just getting used to the editor and was playing around with it. I didn't really put any thought into the map, except that i wanted a big mountain and a cave inside. I really didn't know how to do anything spectacular with the editor at that time, i was just happy making a map.

I take it you guys have downloaded most of my maps, so you can understand my improvement better here is a list in order.
1)ONS-cobrapass - straight out sucks, i deleted it from my harddrive.
2)ONS-Ligeia - some people seemed to like the layout, but overall the map sucked for obvious reasons.
3)ONS-NoRegret- another rushed map, i put thought into it, but still didn't understand the editor
4)ONS-NoRegret-Night- just a night version of the above-map layout is ok, but still wasn't able to achieve what i wanted to do
5)ONS-AnHonorableDeath Now, the above maps i made in the span of about 2 months, all of them were rushed.
On my newest map, i spent 3 months making it, i laid out plans and did a lot of much needed editor learning. ONS-AnHonorableDeath, i would call my first true map. I improved my skills considerably, but unfortunely i made mistakes with this one as well.
Bot support sucks for this reason, i tried to go outside the bounds of the code of the AI, the case being, by making the nodes enclosed inside of structures and the bots not having "direct access" to the nodes by way of vehicles, i have went outside the bounds of the code that controls the way the bots correctly play an ONS Game. If you dont believe that, then i encourage you to pull the map up in the editor and look at the bot path network, it is solid, and during gameplay the bots will go for everything, such as use teleporters,use lifts, etc. The bad bot play was an unforseen glitch, if you will, that i cannot control, and had no way of knowing until i did it.
I am currently working on the SE in which i have made improvements to ONS-AnHonorableDeath. I should release it sometime within the month.
thanks for your criticism, i really appreciate the honest feedback, it only helps to make me a better mapper, which in turn, generates better maps for the community.

mastakilla
ps, i give ons-ligeia a four



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