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DM-CodexUTK4DBL 
Map Info


 
File Namedm-codexutk4dbl_v2.zip
Authordaveyboylang
GametypeUT2k4 Deathmatch
Date Added06-05-2005
File Version2.00
File Size3.2 mb
Player Count10 - 16
Map DescriptionCredits:
Thanks go to Cliffy B for the original map, Elric and he's mates for play testing to find any bugs and any tweaking that needed doing. Cliffy B and Chris Perna for Curse 4, which i looked at for sussing out how to do the water. And UDN for a great repository of knowledge, when you get stuck this is the best place to go.
Finally got round to updating it, iv'e enlarged the scale somewhat and removed the exra rooms.
Review Rating --
User Rating5.5
Overall Rating --



 
Review


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Map Comments


MenuBar in Hell
09-22-2004 09:01 PM MDT
Rating: 9.5 
An excellent remake of the original!

The same great flow brought up to date for UT2k4. Weapons placement is faithful to the original, and the new UT2k4 weapons add to the fun. Some hidden rooms and special goodies provide even more excitement and variety. Serious flashbacks for anybody who enjoyed the original Cliffy B version. It's a must-have for any original maps collection.

True to the original, updated for excellent UT2k4 gameplay, fantastic framerates and a couple new tricks makes this map as good as it gets for those who wax nostalgic for the old UT days and places.

ChromeBallz
09-24-2004 03:35 PM MDT
Rating: 2 
It looks like it's been copied 1 to 1 from the original level, and as such, it's way too small for the ut2k4 gameplay.

- Too small, you can't move as you should be able to in ut2k4.

- 2 double dammages in 1 level? And why is it possible to take them both within 3 seconds? The not-so secret room should be deleted entirely, it adds nothing to the gameplay, let alone 2 doubledammages in a level that had none to start with in it's original form. Too little room plus too much items is not good.

- The texturing is not good, almost to the point of horrible. The texture choice is not that bad, it's simply the way they are used. They are scaled far too big! You can almost stand in seperate pixels on the walls!

- Which brings me to the lighting. It's simply not good. Combined with the textures it gives it a very washed out look, and there are also a lot of black surfaces where there should have been none.

- The static meshes in this level are not used well. The grates look horridly out of place, aswell as the doorways. This could ahve been solved by using the brick static meshes you see in Curse4 or Inferno, which could also hide the wall texturing's flaws.
For that matter, the architecture is almost excusively bsp. The stairs are from a tec package, which contrasts way too much with the crypt theme of the map.
The skulls and other decorations also look out of place, but this is also due to the very low detail in the bsp architecture and the texturing/lighting. Elevators and doors look unlit, and also they're made up of a lot of brushes, where you could have made them stticmeshes first, or sued some stock meshes.



In any case, the extra area you added should be removed, and the map as a whole scaled up. Scale the textures lower, and light the map just a little bit more/better. Use staticmeshes or don't use them, the in-between approach you used simply looks horrible. (And of course, you should use static meshes :P)

For tips and hints on how to make a good remake, look at CTF-CoretClassic and CTF-EternalCavesClassic. Those have been adapted to both ut2k4 graphics and gameplay, while not going far from the original concept. Try to avoid making plain copies!!!!!

[edit]

I've put my settings on highest, i had them on normal :S

But the map still suffers from the same flaws. The area at the minigun is black, the cubemap of the water doesn't resemble the room around it, the grates in the floor don't fit the level at all, and the stair meshes are tech meshes, not crypt.

The lava could have been made better, it looks like a damagezone atm instead of a lavazone.

The redeemer and the second shield are way too easy to get. Where the rredeemer was was originally a picture of CliffyB and a damagezone, it was just an easter egg, not a secret room. There are too many "super" power ups in this map.

The area above the rocketlauncher (where you get through the teleporter at the amp) is black, despite there being a lit sky above it. The area beneath the 100's is also black, as if no light reaches it. This creates a very bad lighting, combined with that what is there already. The level is overlit on most places, and underlit on some.

The scale is simply too small. fast paced action comes with a good and open lay-out, not a super small map. If you can't move around, you can't move around fast either.

This map is simply not a good remake, simple. It just llooks like the ut99 bsp with some staticmeshes and rooms added, not to mention that it isn't scaled up.

[edit]1 more thing about the scaling - it isn't because of doublejumps that you have to scale maps up - it's because everything is bigger. In ut99, a player was about 96 units high. In ut2k4, that's 128 or 144, something like that. You simply have to scale it up, even if it were just to make it lok right from a ut2k4's player's perspective.

redfist
09-23-2004 12:33 PM MDT
Rating: 4 
Well I don't see all the one pixel walls there chrome,or any mesh probs that much,but map is to small,not so to do all the silly acrobatics ut04 has in it,but it's too small.
Try this,..select all actors
goto top and find "scale map" scale evry thing up lets say by 1.5 or 1.7 or 1.3 and rebuild and re-upload,i aint one for adding things to redone maps,make a perfect copy,but improve the looks and speed only from the default niceness of the new engine.get rid of the extra rooms,and getting on roof area etc etc(they all hate me for making EXACT copies around here but thats what I like),all in all map needs to be bigger.

Yes Erlic,I want it to be as good also,and do want the tight fast and furiouse fighting as well.But it's still too small,its smaller than if you play in ut
like the lift areas too narrow more than the original
and other areas,just too small.

Elric
09-24-2004 06:42 PM MDT
 
Firstly let me state that I am not going to rate this map as I was on the Beta Testing for it and I don't want to be accused of pimping this. I feel that some remarks have to be answered however.

The intention in this remake was not to scale it up for UT2K4 gameplay but to bring it in to UT2K4 for the fast, furious and tight fighting that only this style of map provides. Either you love this style or you don't. Also wanted to add some extras i.e. weapons, powerups, new area(s) and some eyecandy different from the original build. Weapons placement is pretty much faithfull to the original for that welcome back feeling as is the layout except for the few additional areas.

Now to answer some other comments

Chromeballz and redfist - see above for the to small and scaling concerns. UT2K4 fighting style it isn't and was never meant to be, as Menubar in Hell says - wax nostalgic for the old places.

Chromeballz -

Perhaps you have your Gamma and/or Brightness and Contrast turned up and way out of whack. Or does it need to be turned up some? You won't find one black surface there if your monitor isn't giving you a sunburn or the opposite and you need a flashlight on your glasses to find it. Please check these settings - if you go to the setting menu and click on defaults they will go back to game setting as from the factory. Kinda like a reset switch. After that bring the Gamma up a bit. I haven't found a washed out texture in the whole map. Sure sounds to me like your monitor is being overdriven here. Not meaning to be facetious here at all - just concerned that your settings are not where they should be for optimal enjoyment.

The powerups - there is one Double Damage in a room that is new and is not a secret - it is always a Double Damage - did you find the transporter there? The other Double Damage that is on the same level along with the Double Damage you will find topside Cycle between Keg-O-Health, SuperShield Pack and Double Damage so the other two areas cylce and you will be hard pressed to grab two of these powerups in a row if you have the bots set on experienced or above and playing a full load of bots. The SuperShield on the Ramp just above the "Lava Room" is always a SuperShied - used to be a Shield Belt.

Did you find the Deemer? It also is in a hidden room and there is no way to transport to it. you have to find it your way in. The bots know about it as well and you almost have to be there at the instant it spawns if you want to grab it. Did you find the transport to the skybox at the upper deck? Did you find the transport to the Skybox above the SuperShield on the main level or did you just use the translocator in both cases?

Did you play the original Codex in UT? There was a least one hidden area there that held an invisibility powerup. Did you ever find it? - providing you played it. The elevators were not that well lit either and the original map was fairly dark overall as well especially without having your monitor profiled to turn night into day - as was the norm for all players - and it was lit differently than this one. Small electric? I spent many not so happy hours in there going through the Ladder many times. I turned the bots up everytime through.

Some areas like doorways and grates looking out of place - I personally like the doorways as it adds to the atmosphere and I like the grates and stairs moreso than the wooden decks and ramps of the original.

I find that the bots really know their way around and will always give you a great match. Pathing is really well done.

Redfist & Kantham - same size & layout - go back and play it in UT. Lifts are the same as well. Textures and lighting changed.

slaskan - re the Double Damage - actually three of them - see the para above on The Poweups. Crouching into a box in Conveyor as well for the RL topside or did you not find it. I think the extra time to crouch and move forwards adds to the element of danger. I like that.

Kantham
09-24-2004 02:58 AM MDT
 
hem ..


sorry to disapoint you .. but this map dont look like the original

Shao
09-24-2004 08:53 AM MDT
Rating: 7 
Is better than the original dude.....

slaskan
09-24-2004 04:05 PM MDT
 
tihs could have been really good and i know u can do it really good, conveyor was really good but this... its very much to scaled down so its really not adjusted for 2k4 gameplay and movement and there are not many to cover walls and stu but the thing that annoyed me the most (erxcept the scale) was that u had built that extra room wich wasnt needed at all with those boxes thast u had to crouch into and also why did u have two DD in the same map?

daveyboylang
09-24-2004 05:57 PM MDT
 
Ok peeps, thanks for the comments good and bad. Iv'e taken them all on board and i'll try to do better next time.
One thing i have to defend is the scale, i actually exported the subtraction brushes as a prefab from the original thats why the size is odd, i was going to scale it up but forgot and then couldn't be arsed because i acutally like the tight corridors, it's easier to shoot people when they are not jumping around like a Jack-In-the-Bloody-Box. As to it not looking like the original it's UT2004 mate not UT and everything about the engine for UT2004 pisses all over UT. With Conveyor i did it from scratch and just used the original for reference and just doubled the size.
Once again thnakyou for the comment.

CursedSoul1
06-05-2005 04:29 PM MDT
 
at least try to do a remake good,
nice try, but you should try again.

jordi
06-06-2005 04:22 AM MDT
Rating: 8 
like

Lord_Prawn
06-06-2005 05:41 AM MDT
Rating: 3 
June...

Remakes an copies of other maps

Sorry, daveyboylang ,I see you like remaking and I not aim at you...theyr good copies :)

When we buy UT2k7 will most UT2k4 maps be copyd to UT2k7 spec?

....ClassicDeck17point5-2k7-LE101.ut3



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