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DM-MaximumAdrenaline]I[ | | Map Info |
| | File Name | dm-maximumadrenaline]i[.zip | Author | enigmusprime | Gametype | UT2k4 Deathmatch | Date Added | 09-11-2004 | File Version | 1.00 | File Size | 1.71 mb | Player Count | Unknown | Map Description | None | Review Rating | -- | User Rating | 6.5 | 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 |
| Carny 09-11-2004 10:45 PM MDT | Rating: 9 | | Very nice work. I like the flow of this map. It's comfortable. The only noticeable flaw I could find, and it's easy to fix, is some parts where the lighting makes the ground too bright. Besides that, it's sure to be a favorite in my rotation for quite some time.
| CursedSoul1 09-12-2004 10:53 AM MDT | Rating: 5 | | Layout is nice, the rest needs work m8 :)
http://www.planetunreal.com/phalanx/tutorials.htm check here.
| redfist 09-12-2004 11:06 AM MDT | Rating: 4.5 | | Would like to rate it higher,but get rid of all fog,and maps too big.Man we have alot of maps that are so dang big now.the fog will instantly go clear from one room to the next,no fog would be best,allways feels like i have cadaracts.There is some cool things in there,just too big.
| nomadman 09-12-2004 12:53 PM MDT | Rating: 8 | | Cool map.Lighting is a little too bright in one of the hallways as mentioned earlier.Overall a decent effort.
| Manticore 09-13-2004 02:33 AM MDT | Rating: 6.5 | | I have to agree with Cursed Soul. The best thing about this map is the layout. It's good to see that someone is trying to make a DM map that is larger than 1/1 for a change.
Although there's a good choice of textures there's a tendancy to overcomplicate the look of the map. The outside area is probably the most impressive section; a whole map could have been built around that theme alone. However, that being said, my personal preference would have been to do without the spaceship, which doesn't really add much to the overall theme.
And, yes as has been said, the lighting needs more work. The steam effects in the interior sections don't really work well for this reason. A bit more tweaking in that department would have really given the map a ton of atmosphere.
Generally a good map for gameplay. The bots seem to be well pathed, so offline play is not a problem....
Good job.
| enigmusprime 09-13-2004 09:13 AM MDT | | Thanks for the feedback manticore.I am working on an update with the suggestions that you and others with "positive" feedback have suggested.
| Esque42 09-13-2004 12:19 PM MDT | | I think the flow leaves a little to be desired. Although there is a little verticality it is usually to high to allow for combat between levels, and/or the opening through which players would shoot is to narrow.. Mostly just corridors intersecting with each other. Only a couple of areas where the verticality features several wider platforms in the same atrium. Most of the map is long corridors, with few larger atriums with multiple levels. These long bits will be death traps when the player count rises as people can’t dodge, and with smaller player counts you can end up with people just having snipey battles down long stretches of the map. It needs some atriums with multiple levels fairly close together and space to dodge.
Imho
Also if you dodge across to the stepping-stone to the Super Armour, without falling in but just landing on the edge, you can still take a hit of damage from the acid. Maybe the volume doing the hurt needs moving down. Oh and allow the player to swim in the acid, I fell in with loads of health and armour and couldn’t swim out. And some of the meshes hanging from the ceiling are to low or need to be non-collidable. You bump your head a lot dodging around. My two pence.
| sandorski 02-09-2005 08:37 PM MST | Rating: 7 | | Some hallway SMeshes are snaggy, but overall this is a very nicely made map with some nice details.
Download worthy
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