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DM-1on1-MoxumX 
Map Info


 
File Namedm-1on1-mokumx.zip
AuthorMyAss
GametypeUT Deathmatch
Date Added11-10-2004
File Version1.00
File Size1.02 mb
Player Count2-8
Map DescriptionPort of a 2K4 map by [Mokum-X]MasterDudE - Why should the 2k4'ers have all the fun ?
Review Rating5
User Rating7
Overall Rating6.0

 
Review


ReviewerArcadiaVincennesAwe Score: 1.0/3
Date07-29-2005Build Score: 2.0/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 6.0/10

DM-1on1-MoxumX (UT99)

Apparently based on a custom UT2004 map, we have a ‘backwards remake’. Why not, if you can. TBH, I did not research the UT2004 version so I will not be able to comment on continuity between the two. However, after the review, I doubt you’ll blame me.
Here we have a 1on1 semi-’arena-style’ map. Custom textures dominate the scene and the layout is simplistic and repetitive.

AWE: 1.0

The textures may be custom, but it doesn’t mean they’re good. The wood textures, including the wood with graphitti isn’t too bad. But the oversized brick texture with the bad surface texture is. It’s not pretty and conflicts with the rest of the textures. Actually, all the textures conflict with each other, with the possible exception of the wood used in the lower damage amp room, and the wood through the rest of the map. They conflict in terms of coloring and ‘wear’ but they are both still wood. The alignment is pretty good but there are a few inconsistencies despite the author’s simplistic setting. Really the only texture I thought was any good was the kicker pad textures. Too bad they, too, conflicted with the rest of the map. Too bad there’s no trim either.
The lighting was ambient and desultory. The damage amp room is dim, the rest of the arena is pretty evenly lit with no hotspotting. The only light sources are windows and skylights but the skybox is dim and dark and there’s really no indication that the light actually comes from these. 21 lights are used and it really only looks like 7.
The architecture is almost non-existent. There are ramps, rectangular walls, and square rooms. Meh.
Overall, quite the uninspiring location. Illogical custom textures, light that has no sources, and architecture that exists only to let players walk around and to hide behind. You won’t be playing this one for its looks.

BUILD: 2.0

Well, the BSP is adequately done. No HOMs, and it fits together fine. The kickers work well and have a nice, but curious, sound attached to them. The botpathing works fine as well but I never saw a bot use a kicker. The map is comprised of two zones. Skybox, and not-skybox. But nevermind that because framerates are not an issue. Sound is minimal, locational, and boring. Odly enough pathnodes are placed on top of some of the pickups, like healthvials. All pickups function as navigation points, like pathnodes, so that’s really just unnecessary.
The author knows how to build a map and he did it. To bad he didn’t really do anything with it.

CAST: 2.0

I’m assuming the author liked the gameplay in the UT2004 version so much he thought that people still restricted to UT99 or lacking interest in UT2004 deserved to have a taste of the map. So is the gameplay the reason why you’ll want to download it?
Considering the layout is so basic with basically the map mirrored down the middle, you could find yourself getting lost if the map wasn’t so small and simple. There’s z-axis, yes. But it’s mostly just perimeter z-axis. The weapons are spread out adequately but the flak cannon and rocket launcher are placed on opposite sides of one wall. It would have been better to place them on opposite sides of the map. The Damage Amp has no risk/reward to it and is placed right next to two weapons. In general, there’s really nothing interesting about the layout or weapon placement. In terms of flow, the bots travel everywhere, and so will you, although the center will be the favored location. There’s room for hitscan around most of the map, and some areas are more suited for splash damage weapons. You won’t find yourself stuck by anything, and visibility through the map is good.
In general, the map has all the elements for success in terms of z-axis, flow, and weapon placement, aside from some slightly dubious placement. But it’s just so bland and so straightforward that it’s boring.

The visuals are uninspiring and basic, the layout’s the same, the gameplay is there but uninteresting, and there are a few technical faults. So is the map ‘flavorful’ enough to be worth remaking it in UT99 so those without UT2004 can taste it? What the author has presented us with doesn’t really seem to indicate that it is. Sure, gameplay is > eyecandy, but I didn’t really feel the gameplay love here despite scoring it as a 2.0. It has the basic essentials, and I’m not expecting it to do anything innovative, it’s just bland. Hardcore DMers might want to give it a shot, but I wouldn’t recommend it to the masses.



 
Map Comments


ready for death
07-19-2005 02:24 AM MDT
Rating: 7 
well after playing this map i thought to myself man i gotta download this map:D because for one,the weapons placment is very thought out because when playing this map in a server online with 5 or more people you really have too be quick or all the good weapons will already be
taken and it's the kind of map where you have absolutly have nowhere to hide or camp,because if you stop for even one second you will find yourself respawining but the best thing about this map i think in my opinion is the layout of weapons the placing of the jump pads and the quick pace of the map because i find the bots are tough too kill and even tougher to run from when your trying to making a mad rush for the health pack that your in desperate need of!



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