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DM-Section3b 
Map Info


 
File Namedm-section3b.zip
Authorquillion
GametypeUT Deathmatch
Date Added08-17-2004
File Version1.00
File Size555 kb
Player Count2-6
Map DescriptionNone
Review Rating3.5
User Rating4.5
Overall Rating4.5



 
Review


ReviewerMister_ProphetAwe Score: 1.0/3
Date08-21-2004Build Score: 1.5/3
Review SchemaCast Score: 1.0/3
User Point: +1
Overall Score: 4.5/10

I found some time between this SP review I'm doing and this mappack I'm trying to finish to give you a quick DM romp. Yeah, I'm alive. Shut up.

Quillion's Section3B is an early, learning map. For a level of this fledging design the layout is more intricate than you would assume it would be.
The place is basically a bunch of rooms connected to some structures and catwalks designed for a player load of 2-6 the author suggests though I found less numbers better.

There aren't any movers, hence no lifts, just a series of directions through different rooms that have limited entry and exit-ways. Even still I Navigated ok and so did the bots. Bots perform nicely and grab all the items...there wasn't anything more to complicate that system for them. I noticed the ramps had spaces underneath them that the player could go into. This would suck if say, someone got rocket-shot into them cus then they would get caught in a worse tight spot than an 8 year old being smashed into the grinder of a mall escalater by a 500 pound woman who tripped over her high heels. Aside from these little ramp traps the flow was pretty good, mainly due to the fact that very little architecture existed to snag. Some hallways have braces on the sides that could have used some trim on the bottom to prevent "Snaged-on-My-Sleeve" syndrome. The actual fun factor was there but not very lively, there just wasn't a whole lot of interesting gameplay choices. Most rooms had you leaving or entering and picking up items. The gameplay was there, it just needed more. Gun choices were s'ok, I would have added a ripper instead of the pulsegun since that weapon would be effective here with the lack of path options. Also, I would have spread the vials out in some of the empty spots and tossed some connecting openings to link several of the rooms. On the plus side, Playability will be great.

Visually the place is on par with the gameplay but there shows more promise in this aspect. The location seems to be set in a Human tech environment of unknown origin. Like I mentioned earlier, design is simple and most of the rooms are very flat and boxy. However, there are some things added here, small details mind you, but things like Doors to suggest a larger complex encompassing the playing field, which gives the location some depth. I've always been a fond believer that a good layout without a shred of location or environment is still boring, and Quillion seems to have an idea of what he wants his map to look like without yet having quite the mapping experience he needs to pull it off.

The Prophet's Verdict: Below Average but barely, the only thing it really lacks is MORE. More layout, more path options, more architecture, more gameplay elements.


To the Author: I have asigned the following UT maps to you for mapping homework.

DM-Ochre: To show you how Z-Axis can bind with a map more interestingly.
DM-Amon: To show how a layout can have multiple access locations in ways that make the whole map inter-connected.
DM-HyperBoreal: To show how location and gameplay can merge into a truly awesome experience

You can read all the Tuts you want but the best way to learn the trade is to look what others have done and see how things can be worked out.

 
Map Comments


cybersirius
08-17-2004 12:18 PM MDT
Rating: 5.5 
well... this is a good 1on1 map but in some places,there is bad texturisation.

XepptizZ
09-23-2004 07:21 PM MDT
Rating: 4 
I can see your improving, your archi is a lot better.

Still here some pointers:
> Don't forget the music next time or the preview.
> I saw several lightsources gradualy placed higher to blend in with the higher floor, next time add a trim so it won't look that random. (Lowest screenie by the stairs is one example)
> Going from box to box is way to boring.
> You used 2 SmokehoseActors wich need a SmokeDestActor, so far you did that.
But the Smokedest(ination) is set way to low, wich means 1 SmokeHose works, and the other is spewing puffs at 45 degrees, very weird.

Set the SmokeDest higher or just use the SmokeGenerator.

By the way, I found the lighting a bit to bland and the theme not so clear, it actually didn't have any atmosphere at all. But your archi is improving. :)

AJSchiavoni, 2dshape editor is the only way to go. Brushclipping is for the stone age.

ChromeBallz
08-17-2004 04:13 PM MDT
Rating: 4 
Quillion, you're improving with each map you make :)

In this level: Texturing might be better if you used a bit more contrasting lighting..... Seems like only white lights are used (seems like!). A bit less bright might do the trick, and maybe some more pronounced sources.

The level is a tad too small, and the walkways on top are too tight, which makes the only real gameplay level with the floor, which is too bad. I noticed you don't make maps with multiple floors, or just walkways over the main floor. Gets somewhat repetitive, if you know your earlier levels.

Also, this map is not a dramatic increase in quality from Innovative, but an increase nonetheless. Keep on going!

Manticore
08-18-2004 05:39 AM MDT
Rating: 4.5 
Decent layout and reasonable construction but the map lacks atmosphere and character.....

The potential is still there.

Koveras
08-18-2004 11:20 PM MDT
 
just keep mapping quillion and you'll continue to improve and learn new stuff with each map
continue to experiment with the 2d shape editor and vertex editing
I've been mapping for about 4 years now and I sucked at mapping the first 3 to 3 1/2 years
I'm now more comfortable and feel like I almost fully understand mapping

Mister_Prophet
08-21-2004 05:43 AM MDT
 
wow shows u how long I've been out of the reviewing commission, Didn't know user scores added the extra point;)

Anyway, decent attempt Quillion just keep trying. Nobody becomes a good mapper over night. It actually takes several nights.

Bot40
08-21-2004 09:18 AM MDT
 
well I couldn't think of a much less inspiring mapname ;p

RJGexplode
08-21-2004 09:47 AM MDT
Rating: 4 
4 days after the map is submitted it gets a review, and yet other maps have been waiting over 6 months...strange...

an average map, keep up the good work :)

Shao
08-21-2004 02:45 PM MDT
 
lol Mister_Prophet xD

SirTahngarth
08-22-2004 11:36 PM MDT
 
it's 'escalator' not 'escalater' :)

)Hidra(
08-25-2004 10:31 PM MDT
Rating: 7 
Bgoodtry=True

AJSchiavoni
09-12-2004 05:02 PM MDT
Rating: 0.5 
Well i think the mapper has talent, the map shows that. It also shows poor execution in the actual detail / brush work in the map. The map it self is horrible* well that may sound to harsh, execution lacked in the the overall design.

as for the lighting, well he should have used flares and coronas in the lighting sources / fixtures and also the lighting it self was blah, it was very basic.

the brush work was done poorly as well, he didn't use any brush clipping from what i saw. That is a big no no IMO, aswell as the 2d editor he used ALOT, which could have been avoided.

But I still see talent, keep mapping... ?!?

quillion
09-23-2004 04:16 PM MDT
 
LMAO @ the 0.5, it's not THAT bad!

Jez
10-10-2004 11:35 AM MDT
Rating: 6 
Now this here is a decent solid well-made map :)
By the way "ALOT" is not a word.



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