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DM-(SUF)DerelictCitY | | Map Info |
| | File Name | dm-(suf)derelictcity.zip | Author | skullskewer | Gametype | UT Deathmatch | Date Added | 06-02-2004 | File Version | 1.00 | File Size | 3.57 mb | Player Count | 14-16 | Map Description | None | Review Rating | -- | User Rating | 7.5 | 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 |
| Manticore 07-06-2004 09:18 PM MDT | Rating: 3.5 | | I like city-themed, large sniper maps. That's why I'm so disappointed with this map.
Layout: There are a lot of places where player models, human or bot, can't go or get out of. That's just no fun. With more brushwork the interiors of the buildings (or at least some to most of them) could have been navigable but, as far as I can tell, that isn't the case here. So some good camping possibilities are lost....
Lighting: For sniper gameplay it is all wrong. There is not enough ambient light and not enough direct light. Overall the map is too dark and, despite the fact that it might be fun to sneak around, it really destroys the whole idea of sniper gameplay by diminishing the challenge of lingering a long time with that high-powered rifle and tactical 'scope. So either, er, 'lighten up' or get a nightscope mutator from somewhere for the rifle....
Textures: There appears to be scaling and misalignment problems.
Bots: The pathing seems to be duff to non-exitent for offline play purposes.
Additional: I've played this map a few more times since the above comment and, although my opinion of it's playability has changed slightly (hence the changed rating thanks to NC's '.5' system), there is no way this map is worth '9' or '10' in UT99 terms.
In my opinion all the above problems stand and the map is too dark for effective sniper gameplay. That includes some building interiors which are accessible but the lighting in them is non-existent. There is a distinct difference between good sniper play and hide-and-seek.
| gunther 06-03-2004 10:31 PM MDT | Rating: 8 | | I think this is a great sniper map... I have been in the DM Sniper realm for the last couple years now and there is no doubt this is a great sniper map!!! Plenty of little nooks to hide in and it is set up very nicely because there is no chance for run and gun! Nothing worse than a sniper map that idiots think they can run around in.
Very nicely detailed and layed out... Cant wait to goto the SUF server and play it live!
thumbs up man!!
| :[lol]:Squid75 07-06-2004 02:03 PM MDT | Rating: 9 | | Very nice map! I've spent some time now in that map, and it has many nooks and cranys for sniping! Defenatly one to download!
| {SUFIT}Barberian 07-25-2004 11:30 PM MDT | Rating: 9 | | Great map, one of my favorites. Designed for sniping online, few compare. Have played this map online on several servers now, with various rifle mods, etc, always a challenge. For each "king of the hill" spot, there is a counter spot, you always have to stay alert or you'll lose your head. No spot makes you "invincable" as some maps do. Great gameplay, great map.
| Tomcat 07-26-2004 02:49 AM MDT | Rating: 9 | | I like it, a bit dark in places, but makes good hiding spots for snipers or escaping. It is a lot like the Trofa maps. Worth a try.
| XepptizZ 07-27-2004 04:09 PM MDT | Rating: 3 | | Manticore discribed it nicely, but I hated this map as soon as I started in a building inclosed with walls with no exit what so ever and just not being able to look over the wall by jumping.
| ]OfC[Saint 02-02-2005 05:50 AM MST | Rating: 9 | | Possible the best sniping map ever. People who dont play sniper will hate it but who cares. You should post the rest of your maps.
| nalicitymaphunter 02-03-2005 02:08 AM MST | Rating: 8 | | I agree with ]OfC[Saint and gunther. This is a great sniper map! I disagree somewhat with Manticore about the lighting. I think the purpose of the nighttime setting and all the shadows is for snipers to hide in, although the shadowed areas may be a little over done. Ambient light and the overall lighting level could be improved somewhat, such as to the setting of skullskewer's map DM-(SUF)WharfTownNEW. Another interesting possibility would be to add flashlights. My only other complaint is about the number of sniper rifles. For a sniper map, there should be more sniper rifles.
As to Manticore's complaint about "a lot of places where player models, human or bot, can't go or get out of", if you use the translocator, you can get out of areas that you might otherwise be stuck in and get into areas, such as on top of buildings (or on other floors of them), that might be inexcessible without using the translocator.
I played it against 13 bots (set on the "Experienced" level). They gave me a real run, being able to navigate the map very well. As soon as they were aware of other players close by or sniping from a distance, they became very aggressive, leaving the area where they spawned, if necessary. I was surprised to find that some bots were swimming across the river in an effort to sneak up on others, although occassionally they seemed to just sit in the water, shooting at others from there. Other bots periodically crossed the bridges.
A cool feature of the map was the elevators, enabling me to get to sniper places high up above the town. However, because of the dim lighting, it's hard to find them. Another interesting feature was the fish in the river. If you swim across, instead of using the bridges, watch out for the fish, because they bite and reduce your health!
Althought the textures and their alignment could have been a little better, I feel that this map has a really good layout with lots of sniper places on multiple levels. I had a blast playing it!!!
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