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DM-FactorZ 
Map Info


 
File Namedm-factorz.zip
AuthorN3oDoc
GametypeUT Deathmatch
Date Added07-02-2004
File Version1.00
File Size1.33 mb
Player Count2-8
Map DescriptionNone
Review Rating5.5
User Rating7
Overall Rating6.5



 
Review


ReviewerNahandAwe Score: 1.5/3
Date03-16-2005Build Score: 2.0/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 6.5/10

FactorZ plays with 3 immediate, unavoidable aspects - the vertical distance, the horizontal distance, and Richrig.


AWE: 1.5
It uses the famed-but-also-overworked-and-saturated Richrig texture pack, along with some darkish blue lighting on the upper levels to make it less grey,
with occasional white, and yellow lights to complement. Texturing was "in the box" - no surprise here. The construction of the upper area denotes a wall build-up, much reminiscent of Quake style (mainly community used). The architectural style was kept simple and relatively uninteresting, but compensated (more or less) by its scale, wich is daunting at times. The skybox is nice and colorfull, but motionless, and "cube-cutted" the half below, so it's not very realistic if you are shot skyhigh and look around...


BUILD: 2
The simplistic nature of the better part of the map rendered it HOM-free and smooth. The elevators used are tagged to move only with players on them, so if
you happen to jump mid-way, the elevator goes down and only then can it go up. Not that much of a hassle, but the can be tricky with low health and the height.

Other note are the two kicker pads on the upper area. They seemingly have no horizontal direction to push, so players are launched accordingly their direction
and momentum. These kickers also provide limited movement. Their best use is to make for the immediate upper part; to add an extra vector in dodging incoming
projectiles; and a happy play for all server monkeys out there.


CAST: 2
Gameplay is quite satisfactory for such an open map. On the upper area, several battles might take place at once, and when you think your immediate confrontation
is solved you're already in the middle of other (provided you play with the right number of opponents - within map suggestion). This area is the most weapon-packed, and although i could question the use of the Bio Rifle in such an open location, for the overall weapon choice (almost all weapon type), the combat runs ok.

You also get some distance between some weaponry, so it would be wise to use what you have (or what you got from dead enemy) effectively. The only comunication
possible from lower area to upper area is made by two identical elevators placed at opposing corners. This can hurt in-between level flow, but each area has its
own combat interest to be had, so no biggie. The "middle" area (if im allowed to call it that) and the lower area of the map seem [innitially] less prominent in usage, but it's an erroneous judgement. The lower area provides "shelter" from the big upper zone but you'll still have tasty weapons and willing opponents to fight with. The "middle" [vertical] area is little but contains some items more
than worth getting, as well as architecture to help you fall your way down instead of cratering.

The framerate was good all times, and BOT behavior showed no problem (not even with the dodgy kicker pads).

All said, an ok DM map that is best suited for 4 player or more. No 1on1 here.



 
Map Comments


Yoni
07-02-2004 05:54 PM MDT
Rating: 7 
Another richrig map...
I like it, the map has nice gameplay,
I didn't test the bots tho, but I bet someone else will. This map has some weird textures at some spots.
Well, all I can say is, this map is nice map.
I give it a 7! :).
I wish I could make such Z-axis damn. :p
I'm not good in floorplans and Z-axis, oh well.

quillion
07-02-2004 10:30 PM MDT
Rating: 6 
this map looks awesome, but i dont think it plays that well tbh.

N3oDoc
03-17-2005 12:12 PM MST
 
Thanks for the comments :)
EDIT: NeoNite this is my first released map but no my first work with the editor, i made maps for unreal1 before :)
EDIT2: Thanks for the review Nahand :).

GTD-Carthage
07-02-2004 11:29 PM MDT
Rating: 7 
The map's details are above-average I'd say. A worthy map for a download. The bots play finely but somehow some parts don't seem to be visited, especially the lifts. Lay-out is just fine but later gets a bit too repeatitive.

For that, a 7... meaning "just great".

_OwneD_
07-24-2004 08:20 PM MDT
Rating: 8 
Nice map!!, nice gameplay here.
Keep up the good work

Charon
08-31-2004 11:29 AM MDT
Rating: 7.5 
Yeah, nice map. I've been playing it for about 30-40 mins and it runs good, even on my jurassic machine;) Good visuals, really, it's fine for me. I do like richrig and you used it very nice.

Good gameplay, good visuals, nice archi, so hey, everyone! Download this map! This piece of really good work is worth to be downloaded.

redfist
08-31-2004 04:03 PM MDT
Rating: 6.5 
This map I can tell has been thought out on alot of aspects.But the (Z factor) got kinda ruined because the ONE main hallway below is too narrow,not letting you see over the edges enough.and a tad too dark but the lighting is done good,and the movers act about right for game play as well.I thought the item placement was done grade A and being able to jump accross certain areas to get to them.
not a 7 not a 5

NeoNite
09-12-2004 05:14 PM MDT
Rating: 7 
This is your first map?
So you've mapped for unreal and this is your first map for UT?
Or did you map for a quake game?
Because this map just has a quake lay-out, to me it does. funny...:-)

Anyway, it's a pretty nice map. I've tested the bots and I wasn't dissapointed. They roam the map, get the weapons and powerups. I didn't notice any abandoned areas yet though...

As far as texturing goes yes so it is "richrig again".
Wahwah. Big deal,really. It suits the map.
The ligthing is just fine. Not too dark or bright.

The map has a fast pace to it, it plays well.
Definitaly a keeper this one.
I'm rating it a 7 now.

Manticore
03-18-2005 02:25 AM MST
Rating: 7 
Good game........

Sergeant Todd
03-18-2005 08:07 PM MST
Rating: 8 
I like this map. Kinda reminds me of DM-Dropzone...
No sniper rifle? Shame.........

Sergeant Todd

DeadMeat
04-11-2005 05:06 PM MDT
Rating: 8 
IMHO, despite the name, it's not a classic Z like Serifem, but it's still a great map to play, especially if you like long distance fights. Works great on a server that can go from 4 people to 14 (and no lag) which a lot of maps don't do well.

Tends to be a fight for the high grounds (especially the sniper roost above the belt), but there are enough low level incentives to attract players to drop down low (like getting health, amp, belt or killing the scared noobs hiding down low).

The narrow "canyon" does detract from the "Z" effects but it balances the map by allowing close quarters fighting without allowing a sniper feast (like the hallways on Deck do).

Only reason reasons I ding it a couple of points is that:

1) No long distance weapons down low add to the "sniper roost" being hard to assault. (A shock, mini, or sniper down low would offer balance to this). Currently, if you spawn down low, you have to "run the gauntlet" to get to any weapon needed to compete with a good sniper.

2) Some boots down low or a jump pad would also help balance out the sniper roost (like they do on Deck).

But it's still a great map and a new server favorite.

Sir Xavius
11-09-2005 01:30 PM MST
Rating: 7 
I'm with DeadMeat on this one. I single-play normally, and i found that no fewer than 4 and no more than 12 bots makes for good play on this canyon map. I like to be able to pull away from fights when they get too frenzied (or i'm losing), and if you stay on the upper levels you can do just that. While the flow is good, it tends to get uninteresting (i'm an explorer, what can i say?). I also tend to stay in one area of my choosing and defend it, and this map offers alot of those kinds of areas (the shieldbelt vent, the eightball cove, the elevators, etc.). The bots worked the map well, and my botpals used the jumppads to keep up with me.



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