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DM-Sacred_Light 
Map Info


 
File Namedm-sacred_light.zip
AuthorOrion(Co30)
GametypeUT Deathmatch
Date Added09-05-2004
File Version1.00
File Size947 kb
Player Count6 to 12
Map DescriptionA small temple where the faithful worshipped a radiant light with magical attributes. Liandri has refitted it as a deathmatch arena with some unusual features.
Review Rating --
User Rating6.5
Overall Rating --


 
Review


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Map Comments


Nahand
09-05-2004 02:59 PM MDT
 
... differences between Oppressive are?...

EDIT: i love black and white, and when i saw the screenie i immediately recognized the texturing. I asked because i wanted to know BEFORE downloading...

Orion(Co30)
09-05-2004 10:44 PM MDT
 
Nahand, from the readme, which you should have read =8)

In this map I have implemented two unusual game features. First, The sacred light acts as a random one way transporter. It is connected to eleven different destinations, the one you actually end up at being determined at random. Second, one of those destinations brings you to a "killing room". It contains a button which, when pressed, kills all the other players in the map, giving you a frag for each one. You then have about 4 seconds to leave the room before it kills you too. There's a door behind which is a transporter that will take you back to the main map. The reason for killing the players in the room is to prevent them from camping in the killing room and repeatedly pressing the button. The other players have a chance to escape being killed themselves. Some places are lighted with green spotlights. If you stand on one of those you will not be killed. A warning message is broadcasted to all players when someone enters the killing room so you know when to head for a safe spot. Be warned, the bots will also activate the kill button when they end up in the room.


Essentially, it's a DM map, much smaller than Oppressive and with some experimenting with new game features. I reused the Oppressive textures because I like them. =8)


CursedSoul, the green light comes from nowhere, it is the floor itself that glows green to mark the safe spots. There aren't many sounds in the map, but the Sacred light does emit a low hum. I didn't want what is on the other side of the warp portals to be visible, so I had to put some kind of texture on them to block the vue. As for your other objections, They are noted. You're right, I should put detail textures on my custom ones and the flares could have been smaller, although they are meant to show the pure harshness of the map's lighting. The map does look good to me though, else I would not have made it that way. I suppose it's all a question of personal taste.

Shao
09-05-2004 12:01 PM MDT
 
I just hate about the Black and white staff

RJGexplode
09-05-2004 02:41 PM MDT
Rating: 7 
very nice

redfist
09-05-2004 05:39 PM MDT
Rating: 8 
Dude,a level that actualy does somthing,my kinda thinking,not just walls,meshes etc etc

CursedSoul1
09-06-2004 07:38 AM MDT
Rating: 4.5 
Cmon this nice?

first of all, where the hell does that green light come from? then the lensflares are way to big and just very anoying, there isnt almost any detail in the entire map, the layout isnt anything interested and the itemlayout is to simple and doesnt require any thinking at all.
I didnt hear any sounds, or nothing noticeable enough.
The warps in the ugly hallways are just textures, they dont look nice and very unrealistic.
your textures dont even contain a detailtexture afaik, and becouse of the scales on most walls it looks more repetative than spongebob screaming 'im ready'.

there are allready a few grayscale/blackwhite maps around.
dm-ftpc (fug the polycount) for instance (it could also be called dm-ffps (fug fps)
also this map uses such dark meshes that making shadows and lightdifferences almost impossible.
you had a nice idea, and i give you credit for that.
but this is still less than an average map.
but I do think you got it in you, becouse ive seen all of your other maps.
you just work em out very poorly, and thats a phat shame man.

yup, most is personal taste about the map,
some things though, are just big mapper NONO's.
non the less, if you make a well flowing good looking version of this map, i wont bitch about colors, if its solid, its solid :)



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