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DM-Skaarj_Arena_V2 | | Map Info |
| | File Name | dm-skaarj_arena_v2.zip | Author | Orion(Co30) | Gametype | UT Deathmatch | Date Added | 09-06-2004 | File Version | 2.00 | File Size | 3.26 mb | Player Count | 6-14 | Map Description | The Skaarj do not fool around when it comes to training their warriors. Survival means graduation, death mean you failed.
| 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 |
| quillion 09-06-2004 01:25 PM MDT | Rating: 5.5 | | Everything looks ok, even the weird choice in textures seem to work I think. Running around alone felt ok, then i added a few bots and this is where the map falls to its knees.
I didn't look to see if there were any nodes but, the bots do virtually nothing, thus game play is tbh, rubbish! the style of the design i do like, unfortunately the poor bots support renders this map imo, unplayable and sadly gets a lower score.
[EDIT] mmm, strange i watched for ages and all i seen were bots standing still or running back and forth between platforms:s >>> d/l's again, summits up.
[EDIT2] Well, sorry but i still see the same, bots stand still and run back and forth a lot, looking for somewhere to go. I must admit that this problem is mainly around the edges of the map, but does happen mid stage..ive taken score away just incase it's my fault or whatever.
[ED] i usually test on skilled, for the same reasons RedFist mentioned..but your right, higher setting= less bot problems..adjusted score.
| Orion(Co30) 09-06-2004 05:05 PM MDT | | O.o
What do you mean the bots do nothing? The map is fully botpathed, I just redownloaded it from NaliCity, in the off chance that I put the wrong version in the zip, and tested it. The bots played perfectly, they kick ass and the paths are fully visible in the editor. No offense, but the problem is at your end, not mine.
(Edit) Ok, I have done some experimenting. If the bots are set at Adept or above, they play very well. If they are set at Skilled or below, they become very stupid and mostly just run back and forth, unless a target actually come close to them. This seems to be something inherent to their AI. What level are your bots set at? Mine are set on Godlike.
(Edit2) ChromeBallz
Good call on the brushwork, the square platforms do not fit what we know of the Skaarj architecture and I was never completely satisfied with them. I have learned enough since I made this map to create a more complex structure that will fit better with the usual Skaarj geometry.
However, the textures stay as they are, I like them and it is, after all, a Skaarj structure.
The doors have already gone through many incarnations and connecting them in a more complex fashion, which I have tried, only creates frustration for the players. I may try warpzones or I may leave them as they are.
The invisi in the lava is just a left over from previous versions. You are right, it serves little purpose in this one, so I may put it somewhere else or get rid of it. I will not make the lava instagib though, unprotected players falling in it close enough to the edge still have time to get out and that's a feature I want to keep.
Light from the lava does need tweaking, but the bright white light from the top will stay as is. However, once the new central structure is done, it will require it's own lighting and this is where I will introduce variations.
Thanks everyone for the suggestions. Now I really have to get those supid bots to behave.
| redfist 09-06-2004 11:42 PM MDT | | Map screenies be looking cool One thing,when ever I make a map I allways use skilled to test,then when it hits adept,watchout !and watch for hours on spectator till they do there thing. Well I checked it in the editor,bots will not go through doorways,on godmode,they also get lost in the lava wont jump out,maps got bad pathing ,the middle is fine,but by not haveing them go from floor to floor like we can,the middle paths become useless,for good DM with bots.I think map would be funner if you made the lava water.you have to pussyfoot around too much,narrow ramps ledges,i know thats how you wanted it,but just a suggestion.I could tell you how to fixx the bot probs,but figure it out.and bingo youl see those bots knowing what to do.after you get them to go through all doors.
| ChromeBallz 09-06-2004 06:47 PM MDT | Rating: 4 | | - Repetitive brushwork Don't copy brushes over and ver, as you seemingly have done with the middle walkway part.
- Texturing
It's strange at best. Not bad, simply strange, and it won't be good for everyone. I'd replace some of the textures with basic textures, but that's totally up to you.
- Doors
They are interesting, they're only limited as hell. If you'd crosslink the teleporters throughout the map instead of simply connecting doors which are above each other, the gameplay would improve a lot, simply for the fact that it becomes a lot more unpredictable.
- Lava
Always good. The lighting comming from it could ahve been a bit stronger at the edges (the walkways on the lowest level, they seem unaffected by the lava), BUT, there's a bit of a mistake you made. By putting then invisibility (or whatever powerup) on the bottom of the lava, youd need the suit, which is there. All ok, untill you see how long it takes for you to get the item. It takes about 30 seconds to get in and get out (give or take a few), and that is simply too long in a deathmatch level. The kills you miss are in no way offset by the invisibility you get, since you also have to reach the other players before it runs out, and also, youre still qutie visible with it. Make the lava instakill without any pwoerup in it, it makes no real addition to the gameplay in this state.
- Lighting
The lighting on the top of the level is pure white - it hurts my eyes! Most textures in unreal aren't made for white light ,simply because you see how ugly they are :P Make the light up there more interesting by adding some color.
The lava is, as has been said, well-lit, only not enough.
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The idea is not the most original, but theres a few nice twists in it. Take care of the lighting, and make the middle walkways a bit less repetitive, and youll have a killer level.
[edit] That might be nice, to get a "second chance" when falling in, but it doesnt really serve the levels theme well. One misstep and you die, i understand from it. It kind of beats the purpose if you always have in mind that you could get out of the lava if you fall into it. That puts the level ina totally different frame than it should be, in my opinion. It's your call though :)
Also, don't replace ALL textures, just replacing 1 or 2 with basic textures might be enough to make the level a lot more quiet than it is now. Orienting yourself in this level is hard at best due to the confusing texturing in combination with the white lighting on top. That's whay i mentioned it.
I don't really like to spawn and not know where i am, which is frequently the case in this level. I don't know if that is your intended effect though.
You could also give the levels at the edge simp[ly different colored (be it very subtle), so you know where you are immediately. Same for the middle area, but you already said you'd revamp it.
I'll be waiting for your next version of this level :)
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