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DM-Fuujin No-mai 
Map Info


 
File Namedm-fuujin_no-mai.zip
AuthorEuropa
GametypeUT2k4 Deathmatch
Date Added12-03-2004
File Version1.00
File Size588 kb
Player Count1 - 6
Map DescriptionThis map does not depend on piles of static meshes to impress players, but instead delivers a simple frag-fest for low player numbers. Built to a simple two-level floorplan it provides almost nowhere to hide but forces you to fight.
Ideal for 1-v-1 matches and InstaGib as well.
Review Rating --
User Rating3
Overall Rating --

 
Review


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Map Comments


Purity Kin
12-03-2004 09:56 AM MST
Rating: 4 
Good concept.

At first glance it looks like another squair deathmatch, bad textures, bad bot paths and bad weapon placement map. thats not all true. maybe the walls could use some life and the bot paths are a little predicablt (bot will run to centre of lift). i dont know about weapon placement, i ran it straight from the zip file and it went straight into Last Man Standing mode so i dont know about weapon placements.

not a bad attempt at a first map though.

keep working on it, it defidently has portentual to be a great little map here.

maybe take out the top fence bar things to reduce "line of site" blocking. "i can see you but i cant kill you" this works in some maps but i dont believe it does in this map.
it might be an remove the jump pads and let players rely of lifts similor to DM-Gael.
the map is bland yet cluttered. i suggest removing so many white lights and adding some dull coloured lights to the theme of the map... red and brown seem to be the main colours of this map. there is an possible red light source under the centre floor. maybe remove some of the above white lights and add a or a few red lights. gloomy corners arnt a bad thing to have in a map. if you choose to keep the jump pads there is a possible green source there. as well as the whitepurple lights on the roof. a very light thin brown or gray fog may reduce some dullness.

Europa
12-03-2004 03:08 PM MST
 
Fair comments. I will keep in mind for next map. Most was about coloured lighting and, as a veteran of Q3Radiant I spent a lot of time steering well clear of coloured lighting and generally hate this mapping aspect altogether. I see your points though and will 'do better next time'.
As for the top-level fences, although it may irratate some greatly, the fire-blocking aspect of these were wholly intentional.
Jump-pads: These were installed as I heard of the intense difficulties of bots with lifts and, as a new mapper, my inabilities to resolve these problems. Apparently I did, but the jump-pads remained.
Bland: Yes probably, but it was built primarily for fighting in, not looking at. However, next time - more prettiness, I promise.

I'm glad you made the time to review it.

T0mbr41d3r
02-02-2005 11:30 AM MST
Rating: 2 
BBBOOORRRIINNNGGG



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