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ONS-Lolkhiem | | Map Info |
| | File Name | ons-lolkhiem.zip | Author | Xiphon | Gametype | UT2k4 Onslaught | Date Added | 10-29-2004 | File Version | 1.00 | File Size | 5.67 mb | Player Count | 12 - 1 | Map Description | None | Review Rating | -- | User Rating | 6 | 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 |
| DarKGamer 10-30-2004 02:15 PM MDT | Rating: 10 | | Great ONS map! I believe that this map sets a precedent for ONS mappers, try something unique and innovative you other mappers!
| julian141 10-30-2004 06:10 AM MDT | Rating: 6.5 | | No not a 10, but still a good map. Its very big and has a different layout to usual maps. I dont get its style, its a sort of industrial plant factory or something like that.
| Blaaguuu 10-31-2004 01:35 AM MDT | Rating: 4.5 | | pretty bland, visually and in gameplay. annoyign link setup, and overall uninteresting paths between links, and the areas around the nodes are no fun for fighting...
| _Reciprocity 10-31-2004 04:31 PM MST | Rating: 4 | | Lolkhiem take a sort of hydroponic farm premise. Appearantly, in the future, we'll all live really, reeeaally high up and we'll grow our food in little gardens and trees and stuff. In itself, is a very cool idea. This, however, is not all that cool. What we have are basically your simple BSP geometry brushes (square, rectangle, etc.) blow up, hollowed out, filled with a few meshes, and textured badly. These modules are connected by a very bare, uninteresting network of pathways. This whole montage is complimented by an overcast sky. Bleh. The entire thing reeks of mediocrity. The vehicles are placed around the node in an *acceptable* fashion (I mean, the pathways are only so large and you're trying to navigate around a few more players without being pushed off yourself) and the weapons lockers are too well stocked. Very beginner-ish of the mapper. The gameplay is not all that great either. It consists of you going over and stomping on a node and leaving to attack the connected enemy node. It's a long ride, trust me, you'll have plenty of time. Once you get to the enemy node, you'll likely noone there. The map is just too big for the defense. You'll likely just destroy it, stomp it again, and then move onto the next node. In this process, you might stumble across a few enemy units but it's unlikely that you'll encounter any heavy resistance. The last thing I'd like to critique about are the retarded 45 degree ramps. Hellbenders, Scorpions and Mantas all scrape thier noses on those things as you come out of the module.
| Xiphon 10-31-2004 09:46 PM MST | | Thought I might make a comment. 1, you really all need to stop arguing with each other. A review is a review, and I don't really mind what they say... in public lol, (no actually i love critisism. I alwayse have a good laugh at this stuff).
2ndly, although its my tenth map, it's my first Onslaught. And i think i did pretty well for a first time at it.
3rdly, I doubt any of my stuff that i make is at its final stage. I work on what my instincts tell me to, but that doesn't mean version 1.0 is the end. I have all kinds of plans for future versions on all my maps, including this one. I might even totally rebuild this one if I have to (i've got some pretty nice stuff drawn up for remakes believe me). I'll be releasing a map pack for the lot of them holding major updates on all of my maps, glitch fixes, and everything else.
On a side note, I do apologize for all of my "you fall down and die" themed maps, I think most of them follow that trend. Why do this you ask? I simply love those maps. And every author should have a style that he or she is known for. If that means you're all destined to be creeping around little walkways over massive pits of death, than so be it! -Xiphon-
| Manticore 11-01-2004 02:03 AM MST | Rating: 5 | | In my opinion this map is, at best, just average. The concept is quite workable as far as the gameplay goes. There's nothing wrong with the size of the map as there are plenty of vehicles handy.
I must question whether leaving all the ramps and platforms without the protection of guardrails is a good idea in ONS. Because most of the vehicles are ground vehicles (including the manta) driving off the edge to your death in this gametype just stalls play. That being said it's a fun map for Raptor play.
O.k. flame away now but I still think this mapper has a lot to learn about architecure and creating "believable" looking structures which are going to visually support the theme and gameplay features that the mapper has put into the concept.
| MurkOx 11-11-2005 01:07 AM MST | Rating: 6.5 | | [Admin: Comment remmoved due to the fact that it didn't make any sense. Score stands]
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