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DM-Central13 | | Map Info |
| | File Name | dm-central13.zip | Author | cybersirius | Gametype | UT Deathmatch | Date Added | 08-29-2004 | File Version | 1.00 | File Size | 2.06 mb | Player Count | 8-14 | Map Description | I know the map is too big. | Review Rating | -- | User Rating | 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 |
| XepptizZ 08-29-2004 09:19 AM MDT | Rating: 5 | | It's good as well as bad. Love the music, though it's not yours. Some supportbeams look really nice, others don't. Most areas are too bland, so is the lighting. But the shadowcasts look kinda cool. Bots do well I think, but it's very big.
| Nimbostratus 08-29-2004 07:44 PM MDT | Rating: 4 | | Most (if not all) of the rooms seem far too open. I think you should've added something in there to take away from the emptyness of it. Also, there seems to be no way out if you fall into the water. Other than that, its pretty good.
| Master roshi 08-29-2004 09:00 PM MDT | Rating: 8 | | 5 for the map. and 3 for makeing 5th place in Thunderstrikes mapping contest.
---Quote Thunkder Strike--- DM-Central13 by CyberSirius This map had a great custom music track, so good choice there, CS. The lighting was nice, although the light sources weren’t consistently convincing, but the overall contrasts and colour choices were very easy on the eye. There was the issue of players finding themselves stuck in the water and having to suicide to get out, or hope someone kills them… not the way to play DM! Ambient sounds were very good, although there were a few more opportunities to add some complexity to the audio elements that were missed. Weapon/item placement was good, although the keg of health really needed to be harder to get, more out of the way. Its current location has it in a major traffic area, sitting on the floor. There was some very nice architecture like all the curved pipes and braces which looked great. However, the thing which really killed the map was its scale. The whole map is way over scaled. You have to run for a long time to get anywhere. There are too many places where you can take fall damage. I strongly recommend CS think about redoing this map, but halving the measurements of all rooms. With this done, I think this has the potential to be a very good map. Without the poly limit restriction, you could even put those rain sheets back in! ---End Quote---
In this contest mappers had to stay under 400 polys. If a player could crouch in a corner and take a screenshot with over 400 in any spot you were D.Q.
Find out more here. http://forums.unrealplayground.com/showthread.php?t=24181&page=1&pp=15
About the size you can look at it in a positive way.. There is a lot of space so you can use the warhead launcher good w/o running into the walls.
| redfist 08-30-2004 12:53 AM MDT | Rating: 4.5 | | Minus thinking it's Good DM action,this maps has a definite "feel" to it as if you feel your "in" someplace.This map would be well suited for a singleplayer map with some goals,and secrets and deco added.And definity don't jump in the water. Music for any map to me has a non effect for me,I don't relate music to a map,it's off 99% of the time,it can be on or off, sound good or whatever,but it doesn't matter to me at all.either way. cool map though.
| GTD-Carthage 08-30-2004 02:07 AM MDT | Rating: 5.5 | | Well this map looks fine but definitely does not reach above-average.
The lighting is a bit dark and the empty halls are dimly lit making the map feel a bit more lonely but of course outstanding. The textures look a bit too plain. I only saw a small variety of used textures in the map. The sound and music certainly matches the map's description of an abandoned filtration center with the silent hums of the pipes and of course the music giving the feel of pure hopelessness or defeat. The archi and lay-out are only average as the rooms are bounded together by as usuall, halls, huge corridors and archways which feel aligned in a 3x3 grid. The map itself is a bit too little on detail since the gigantic size of the halls are only a quarter-detailed by small brushes. The user could have added more subtarctions, maybe more pipes on the walls or machines to be specific or better, larger decorations on generally walls. Above all elements, I like the dark lighting and good music best so it's worth a 5.5.
Oh yeah! And finally, the inventory placement! There's barely anything on the floor to pick up as you'll have to go back to the place of your chosen weapon just to pick up additional ammo whenever you run out!
| Charon 01-22-2005 06:59 PM MST | Rating: 4 | | 8/10??? Another misunderstanding... Map is big, but it's not a problem. Problem is that the map has poor visuals, too poor for me, sorry;) Please, correct the lighting. In a few words: not bad, but simply, empty and ugly. Maybe it has a good music, but I don't play for music.
EDIT: I want a review too - but NOT for THIS map:) Make it better, man.
| cybersirius 11-23-2005 08:22 PM MST | | Another step higher,this one is my personal favorite.
This one has better looks than Zerogen in all factors:Lightning,Architechture and Atmosphere but it's way over-sized.
| littlebunny 08-30-2004 06:26 PM MDT | Rating: 6 | | Not particulalry crazy over the map. good music and texture usage. the map gets boring after a bit and i keep getting lost. Dunno if anybody noticed this{or even cares}, but when before you start the match, if you go up to the skybox you can fly outside the area and the map switches a whole lot. try to liven up your next maps and try not to make them as boring
ps:{i shouldnt be talking}:p
| Manticore 09-03-2004 02:58 AM MDT | Rating: 4.5 | | In my opinion the scale of this map is problematic. The item inventory leaves things a bit thin on the ground given the player load this map demands if the gameplay is going to be interesting at all. A very average map.
You can jump in the water but you will need to translocate out again......
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