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ONS-AnHonorableDeath 
Map Info


 
File Nameons-anhonorabledeath.zip
Authortheepiphany
GametypeUT2k4 Onslaught
Date Added08-17-2004
File Version1.00
File Size13.9 mb
Player Count8 - 24
Map DescriptionAn air of mystery surrounds this ons tournament. Your future is uncertain as you have been told only that you must fight to the death with honor or face a most excruciating torture. You have been shanghaied on your way to another tournament. You have no idea of where you are. The man that sits next to you has been chosen as an example of the penalty of failure to fight without honor. What sick game is being played with you as a pawn. For now, you can only do as your told and see what unfolds...
Description: A large map using the far east theme. I tried to incorporate a more deathmatch approach to the ons gametype, by making nodes more hidden inside structures than just being out in the open, easily taken out by vehicles. Players will have to do more footwork along with solid teamwork to take the final power core. Plenty of areas for head to head fast gameplay, or just roaming the country taking out enemies with tanks and raptors.
Review Rating --
User Rating7.5
Overall Rating --



 
Review


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Map Comments


)Hidra(
09-01-2004 10:19 PM MDT
Rating: 9.5 
okay first .. i want to Say .. that this map is awesome! .. very good visual + gameplay ..

but! .. this map is for plyer only

PS- u may change ur idea for the power core .cuaz bot wont get to sertain point ... but im still impresed that bot using tank ... i dont know why but u are lucky

yes .. this map is a 7 for you .. but just thinking about bots .. then this map is a most in the NC3'S mothership

T3KT0N
08-17-2004 08:09 PM MDT
Rating: 9.5 
The map is very well balanced,weapons wise,and the weapons location is crucially put where it is needed.
What I enjoyed most were the portals as well as the core access idea!

Visually the Japanese theme is very well used too.
The node location in buildings makes for a varied gameplay,eliminating the armored rush.


I have it on rotation already

Shao
08-17-2004 09:02 PM MDT
Rating: 8.5 
is pretty good

SilverHairDevil
08-18-2004 02:28 PM MDT
Rating: 8 
SECOND thoughts: terrible emmitters (waterfalls) bland grass/canyon textures. good node setup. bots kinda suck. the oppossing team always never fights back or controls nodes.

!!!--> er... how do you write a level summary that shows up beneath the screenshot on the map selection screen? Mine doesn't work. Level preview--> level summary-->*type.* did that, didn't work. sorry for asking this question on yer map man, but i cant use the forums, and dont know why. nevermind it worked!!!

Manticore
08-18-2004 03:41 AM MDT
Rating: 8.5 
Good look and layout. Interesting features. Could probably use more optimisation as it may strain low-end rigs.

Definitely a must download for ONS fans.

Additional to SilverHairDevil: I don't suppose you've tried contacting an admin. about your forum problems? The forums have a seperate login so you may have to register again for forum admission. I honestly can't remember...........

Wilk'u[PL]
08-18-2004 08:34 AM MDT
Rating: 9 
Very nice level
Fantastic sky and wonderfull flora.
I got a very specific feling when I played this map.
DL hury!

Fuzzy Logic
08-20-2004 08:34 PM MDT
Rating: 4 
For once I have to go against the flow. Sure, this map looks great, but the gameplay is absent... The bots run round like headless chickens. Once you get to the core (in about two minutes), you can blast away un-assaulted. I've never seen a bot down there :/

Disappointing :(

sandorski
08-24-2004 08:35 PM MDT
Rating: 7.5 
Very nice ONS Map, though it took me awhile to find the Core.

Recommended download.

Draco
08-28-2004 04:44 PM MDT
Rating: 7 
Nice map ...

Moriyosi
09-01-2004 05:45 PM MDT
Rating: 6.5 
THE GOOD

The Theme. Spiritual successor to the Korean-themed CTF-MoonDragon, AnHonorableDeath adds a Japanese flourish to the Onslaught canon - a welcome break from the typical tide of desert/forest/wilderness levels.

The Visuals. No two things about it - AnHonorableDeath is an attractively-designed map with plenty of visual flourishes. From the reflective water pools and festively-lit architecture to the swarms of fireflies hovering around the map's bridges and tunnels, there's plenty of gloss to go around.

THE BAD

Bot Support. Not so much bad as downright ugly; bots make a half-hearted stab at tackling the level, but are almost incapable of constructing power nodes or making any serious impact on gameplay. As a result, this map is effectively unplayable offline.

Lighting. More specifically, the strange, overpowering red lights which dominate the map's buildings and make most of the interiors verge on the headache-inducing.

The Skybox. Heavily overcluttered; could do with a bit more subtlety. Faintly amusing to see the Skaarj-bombarded Earth from AS-Mothership up there, amongst others.

Node Locations. Most of the power nodes are contained on the top floor of a multistorey building too small to access by vehicle, requiring the player to navigate a series of elevators and teleporters to reach. This adds an overly fiddly dimension to the normally straightforward Onslaught gameplay. Some may prefer the increased emphasis this places on foot troops; yours truly wasn't among them.

THE VERDICT

Beautiful map marred by a few questionable design decisions and a total lack of offline support. Feel at liberty to add 1.5 to the final rating if the latter doesn't affect you.

EDIT - ASIDE TO THE AUTHOR: 'Sourceless' probably wasn't the right word; to clarify, the amount and volume of the light generated by the available sources indoors doesn't really match up with the sources themselves; you had the same problem in Ligeia, where the waylights were throwing off far, far too much light in contrast to the actual source. My personal take was that indoor lighting could have been sparser and more restricted to create a slightly naturalistic feel, in keeping with the generally low-tech environment of the map itself.

PS: Don't set too much stock in the scores I'm giving out at this point - what's important is that you're sharply improving from map to map. Look forward to seeing your future output. -M.


theepiphany
09-01-2004 10:56 PM MDT
 
To Moriyosi

I have to ask you, what do you mean by the lights having no source? It seems to me they do, but i don't understand what you mean, please elaborate.

In working on the SE, i have uncluttered the sky box, changed the architecture of the 4 corner node bases, i took out the lifts, and the teleporters, and managed to drop the polys on the map considerably, which should help out those with not so fast rigs. Unfortunetly i was not able to fix the bots, so this map is still going to be for online team(human players only) ;( if you have any other suggestions, please let me know.

thanks for your criticism

mastakilla

i give myself a 7 for this map

Moriyosi

sorry to say, after i finish the SE, i wont be doing any maps for about 3 months, just started back to college for fall semester, and just dont have the time to devote to a new map at this time, plus i just got doom 3, and when i do get some time, i am going to start learning the doom editor, DYNAMIC LIGHTING, YESSSSSSSSS



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