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DM-Evolutions In Liquid | | Map Info |
| | File Name | dm-evolutionsinliquidv2.zip | Author | Bellasadda | Gametype | UT2k4 Deathmatch | Date Added | 12-14-2004 | File Version | 2.00 | File Size | 7.9 mb | Player Count | 4 - 12 | Map Description | None | Review Rating | -- | User Rating | 7 | 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 |
| MichaelM 10-14-2004 07:11 PM MDT | Rating: 8.5 | | This map is great...
It has lots of cool triggered emitters and interactive stuff.
Great meshwork to, reedeemer feels a little out of place, but who cares. This map is fraggin fun ;) GJ and good luck on your next level.
| redfist 12-15-2004 12:30 AM MST | Rating: 6.5 | | Well I'm sure this took some doing,but,the water (not your fault) looks farcy I definitly do not like the water ..ie cubmaps in ut2004 at all. The other thing also in ut2004 are all the gray textures.The biggest prob I have with the map is ,it's just great all these things to interact with,however it doesn't give me any plan to use them for.I just run and run and run ,see new things but don't have a real goal. The green switch panals was in my face,but I had to keep pressing and looking to see what they do.
Also in maps I don't see the logic of putting lifts right next to each other. All in all it adds up to a confusing DM? AS? DOM? or whatever it's supposed to do. And all the gray makes it even harder to find ones way not a good DM in my opinion.
HEY,,WHATS NEW IN VERSION 2 ?
and Whisper ,,,, I normaly go with what you say,but this map deservs more than a 3.5 I'd say a min of 4.5 ,but tiz cool and map ,well read my comment,but what I think your saying is the same as how I think of this map. but you got to admit even a map with just plain door switch movers in it these days is getting more rare for DM But this aint a fightin map but it aint a 3.5 (isn't)
| Bellasadda 01-13-2005 10:40 PM MST | | Thanks MichaelM and Redfist for commenting. To Redfist, I am very thankful for your constructive criticism and taking the time to comment. I do feel that I should explain some of the design choices, though. The Elevators are supposed to be used as a tool to fight with. It's very interesting to have two players fighting each other jumping from elevator to elevator, trying to keep themselves moving. All of the interactive features are designed to give players an advantage over their enemies. You need to explore the map and be creative. I thank you again for your comments again and I hope that my words will help you enjoy this map.
Edit: It's been a long time since I've been at Nali City and I'm surprised at the volume of ratings on this map. Looking back, there are defiantly a lot of things I could have done better, particularly optimization and flow. What makes that map worth while though is the level of interactivity you seldom see in a UT Map anymore. This map is probably not for most hardcore players, as it is unpredictable and chaotic. It is for UT players like me, who don't really worry about there player rankings and just want to have a good time.
I encourage everyone to just try this out, because I guarantee you haven't seen anything like it for a while. Thanks to everyone who has played and rated this map, even if it was not your cup of tea.
| Manticore 10-15-2004 10:22 PM MDT | Rating: 6.5 | | Interesting and clever use of movers for both deco and gameplay purposes. The only real issues for me was whether the map is fully optimised for performance re: zoning/caching and whether some deco meshes could use collision hulls.
Also, I really question the placement of the sniper rifle at the bottom of the pool. It is a useful weapon in a map this size but, in my opinion, it would be more effective for gameplay if it was picked up elsewhere in the map.
Anyone who likes large scale DM maps will probably be interested in giving this a go...
| T0mbr41d3r 10-17-2004 05:40 PM MDT | Rating: 7.5 | | When I played this map I forgot I was there to shoot my opponents. I was just amazed by all the things that were moving. The sphere is amazing, very nice work. Everything just seems to fall together like a puzzle, very nice work.
| sandorski 11-10-2004 04:58 PM MST | Rating: 7 | | A good Map with excellent useage of Movers/Animated objects. Probably every type of Mover possible(almost).
| julian141 12-14-2004 03:32 PM MST | Rating: 7.5 | | Very different map, loads of interaction stuff, like falling platforms and stuff. Really cool
| whisper 12-15-2004 03:21 PM MST | Rating: 4 | | Ok, there ARE a lot of different, new things implemented in this map. But this is a deathmatch map. Not a showcase map. It must be reviewed on its gameplay as well.
Firstly, the map is not very well optimized. What really does it is that some rooms look out over the center one (in screenshot). It doesn't really add to the flow or anything, but it does subtract fps really fast. I also get the feeling that zones and antiportals haven't been used very well. This is a bad thing.
Secondly, the gameplay itself is below average. The problem is that nothing is really connected. Its just a bunch of haphazard rooms strung together, and some lead out to the center. There's no z-axis action. Mostly somewhat tight corridors and cluttered rooms. The big sphere in the center (in screenshot) just serves to disrupt the flow, not add to it (especially when you fall in the bottom of it and have to wait for it to go back in the water, or suicide.)
Thirdly, the graphics. Room by room the graphics are simply average (some a little above average). But the rooms have no consistancy. They're so different they all could have come from a separate map. This hurts the overall effect greatly, and quashes any hope of a coherent theme.
And fourth, the random neat stuff. Yes, it is cool. Yes, it is different. No, it doesn't add to the gameplay. At all. Stuff moves, you can press buttons, and sometimes you can press a button and make someone fall through the floor to a different level. (Not hurting them or accomplishing anything, however.)There are some exploding things, but they are ONE SHOT. If they respawned, it might add to the gameplay. But they don't, so it doesn't matter.
It seems that the mapper DOES have excellent potential, but his creativity is so scattered about it ends up subtracting from the map. If the author were to focus on a consistant theme, while still adding cool little touches that add (or at least don't subtract) from the gameplay, then we would have a remarkable map on our hands.
As a side note, I may have come off harsh, but it just annoys me when people give unrealistic ratings and misleading comments to maps like these.
[EDIT] No, I think you're wrong about the ratings system. 5 is average, not an 'F'. 9 is extremlely good, and 10 is absolutely nothing wrong with it. So when you rate it a 9, it better be awesome.
[EDIT2] I tried to resist the urge to not edit again, but I was too weak :) On second thought, I have raised my score to a 4. It may be a technical marvel and may have taken a long time to make (believe me I know), but IMO if it ends up not making a fun map, then what else really matters? I think I'll just leave it at that.
| DarKGamer 12-14-2004 10:45 PM MST | Rating: 7.5 | | This map is great! Even though the gameplay is lacking, it was built as a showcase map just to test the limits of the editor(I've been following it on the Atari Forums). Portals could have been added better, but I think i's quite fun, reminds me of GoldenEye: Rogue Agent with the death traps. They SHOULD respawn though.
| SoH_Ghost3021 01-14-2005 12:55 PM MST | Rating: 9 | | ok, then i still rated it right. this map has superb detail and gameplay; only problem is the optimization, if it went well on my new comp THEN it might get a ten, but as you said, only a few make it to that rank!
Edit: yo, SickoT, welcome to my punny reality ;). To teh Author: great job, alot of time and effort went into this map, it makes up for those balnd maps with no 'secret areas'(which alot of people are too stupid to find ^_^) and boobie traps. very nice blending between BSP and StaticMeshes, that already takes quite alot of skill. lookin forward to u next map!
| Super-Moose 12-15-2004 06:46 AM MST | Rating: 4 | | The traps-n-things are fun for a few minutes, but with the poor qulity of the gameplay and visuals this map has, there's really no reason for it to stay on my HDD.
It has some nice ideas, and if you could implement them in a decent playing map, you could be on to something.
As it is, it's not really up to much, IMO.
| Sicko Teddy 12-15-2004 11:04 AM MST | Rating: 8.5 | | I feel so bad for the mappers who spent lot of their effort making tricks and stuff, and those who are not familiar with the bithciness of UED or mapmaking are just treashing this effort. Gameplay does not make the whole score. At least other mappers will appreciate.
About my map that is coming up, I am aware that the same thing will happen, where those people will complain about minor ENGINE bugs and stupidity of AI and kick down the rating because of that!
So simply don't take it too seriously.
| Tresset 12-07-2005 09:40 PM MST | Rating: 5.5 | | Looks are good, but gameplay is lacking. Bots can get stuck in some places.
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