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ONS-DarkFolly | | Map Info |
| | File Name | ons-darkfolly.zip | Author | Crash24 | Gametype | UT2k4 Onslaught | Date Added | 10-17-2004 | File Version | 1.10 | File Size | 4.31 mb | Player Count | 18 - 10 | Map Description | UPDATED 10/17/04
This is my first publicly released UT2004 map. Medium sized Onslaught map with seven nodes in a nested-circuit configuration. Node layout is pseudo-symmetrical, and bases are asymmetrical (I have done quite a bit of work to balance the two sides).
Both bases are on the east side of the map, with the node layout going to the west side. There are two main routes between the cores, one of which only seperates the cores by two steps. This proximity provides for an intense, pitched, battle over these two nodes for most of the game. However, there is encouragement to move away from those two nodes. As you go further away from the bases, nodes get more powerful vehicles than the two nodes closer to the bases.
*Includes all standard Onslaught vehicles. *Two Ion Cannon Turrets (like Robot Factory). *Automated Sentinel and Link turrets for added defense (no manned Link turrets, sorry). *Extra Z-action with varied terrain elevation, three long bridges (huge daredevil opportunity here), and a cave. *1.1 UPDATE - Automated turrets now switch sides after each round.
Ingame blurb: A forgotten rebel faction was once based in this remote compound, besieged by the NEG and ultimately defeated by the rebel commander's critical mistake. Now battered and worn, Tournament warriors battle over this compound. Will you become victorious in this Onslaught, or fall victim to your own Dark Folly? | Review Rating | 3.5 | User Rating | 7.5 | Overall Rating | 4.5 |
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| | | Review |
| Reviewer | AMmayhem | Awe Score: | 1.0/3 | Date | 12-03-2004 | Build Score: | 1.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 4.5/10 |
AWE: 1 I'll just start out with the big downfalls here. The main one being lighting, it's all white lighting, even the main source of the sunlight actor is white. Why is this? Too much saturation in the properties. A lot of the light actors all have different color hues selected, but with maxed out saturation, you ain't gonna see it. Adjusting those would make a big difference to the look of the map. Fiddle around with it some more to get a good level of contrast; and make the sun brighter or at least better ground lighting, and we'll have something to look at. But as it stands: Ick!
As for the architecture of the map, it's mostly terrain, which itself is fairly solid in design. The biggest complaint about it, is that it could've been a little less brown. Most everything else in the map are stock meshes, aside from a couple of the buildings, which are basic brushwork. Mesh use could use a clearer sense of direction or theme. Most are just arches, large walls, old wrecks, or the unlikely long bridges (which need supports or something, they're kind of "floating" there).
BUILD: 1 If the build of this map needs one thing it's: optimization. This thing will chug like a locomotive with too many cars behind it. There's just too much wide open space, and no zones or antiportals to help. Aside from wind and some burning debris, there isn't much for ambience either. And the skybox was kept rather simple with mostly stars, although the author did include some terrain in the skybox, to give a more mountainous terrain feel. As for static mesh construction, there wasn't any myLevel pack nor a .usx included with the file, so all are stock.
CAST: 1.5 Hmmmm, the poor frame rates kind of plagued the gameplay a bit. Where the frustration from that ended, the turret placement added more. Both automated turrets and regular turrets were in open areas with long range, some even reaching other nodes. This is not good, especially with the ion cannon poised to wipe out another node, leaves little to do for defense. The automated turrets can prove to be a pain. Some of them placed above one of the valleys where it's node is above, but attacking you as you try to pass quietly out of normal range. As for the node layout, it's not too bad, they're not symmetrical and could balance better with different coverage and what have you.
Otherwise, the bots played without issue. Battle for the main nodes was a long fierce struggle (just how I like them, errr...). The leviathon was far enough away to keep it from being too powerfull, but the bots were able to climb the hill with it and break through defenses. They didn't like to stray much to the outer nodes, but it seemed like once there was some activity out there, the other team went out there to counter it. Great elevation changes to add in some good z-axis play, and plenty of regular 2-d play, so all you goliath fans shouldn't be too hindered.
SCORE: 3.5 Don't take the score too hard. I'd really love to give this map a higher score, but the bad points were rather big ones. The map has some real potential to be some great fun, just needs a thorough buffing and polishing. Hopefully we'll see some greater stuff in the future from Crash24. |
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| | Map Comments |
| Manticore 06-16-2004 05:37 AM MDT | Rating: 7 | | If you like large-scale battlefield experiences download this....
| 1/2LuNaTiC 06-16-2004 02:55 PM MDT | | Ion cannon turrets? Big NO NO!
| sandorski 07-07-2004 04:48 AM MDT | Rating: 7 | | This map is challenging and fun.
Recommended.
| demonofshoes 10-10-2004 06:39 AM MDT | | found a bug after the first round my own turrets started firing on me anyone else have this problem
otherwise quite a large, fast action map
| Freakin Bastard 10-19-2004 03:26 PM MDT | | Look up in the description and you'll see "*1.1 UPDATE - Automated turrets now switch sides after each round."
| Kantham 10-19-2004 06:16 PM MDT | | a freaking low fps + dark one
| Draco 10-28-2004 03:56 PM MDT | Rating: 8 | | Nice dark map.
| Crash24 12-03-2004 02:00 AM MST | | First off, thanks for the review - I knew that this wasn't going to score so high as it was my first serious UT2004 mapping attempt. I have been addressing several of the problems you mentioned in an SE-ECE version of this map.
Some of my remarks regarding the review: *At a second glance, those bridges do seem awfully bare. *The map does have antiportals under the big hills (not that it helped much :p) *The outdoor lighting also seems pretty bland at a second glance. I have considered lightening up the map a bit and adding a colored fog.
| [ARC]Slasher 12-12-2004 05:19 AM MST | | colored fog would work nice and some colored lights in various spots, give it a more outdoor real look. the moon isnt the only light in the night sky:) overall very nice first attempt im looking forward to your revisions:)
| MurkOx 07-10-2005 05:25 PM MDT | Rating: 7 | | It almost feels like deep space! but then again who has been in space at all! "was a great game 4 my bots" I also like the layout & size!! "all of the concepts are fun & nice too" the automatic turrets kept shooting out the red teams nodes.both the red team & the blue team should be equals!any thing else is just waste.the "Raptor" flies way 2 high"rediculas".it was fun playing with the turrets...all in all it was fun!! congratulations!
| Tresset 12-06-2005 04:09 PM MST | | I don't mind the ion turrets. Actualy I would like to see them more often. I mean, the only place I do get to see them is in robot factory. I also would like to see link turrets more often. I had a different problem with these turrets though. They would just die (killing any one inside them) at regular intervals for no apparent reason. They would respawn again only to repeat the process. I would love to give this map a good rating but that bug gets in my way.
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