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DM-StalwartXL | | Map Info |
| | File Name | dm-stalwart_xl.zip | Author | 1337 | Gametype | UT2k4 Deathmatch | Date Added | 12-07-2004 | File Version | 1.00 | File Size | 11.95 mb | Player Count | 4 - 6 | Map Description | None | Review Rating | -- | User Rating | 2.5 | 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 |
| RedFistOfFury 12-07-2004 06:33 AM MST | Rating: 0 | | This map was ghey when it was build for ut, and its even more ghey that you just clone/ported it to this engine.
u deserve less than a 0 for doing so.
| HaleBopP 12-07-2004 07:20 AM MST | Rating: 1.5 | | THis clone could be look better. UT2k4 engine has more than this
| darth_weasel 12-07-2004 08:18 AM MST | Rating: 0 | | what a winner
| nELs0n 12-07-2004 11:24 AM MST | | another '133333337' port - and i wonder how you get them that big... but i guess this proves unreal tournament is still loved by many ^^
| redfist 12-11-2004 05:22 PM MST | Rating: 7 | | This map is just fine,works good looks good,plays good.
Map is still ok,it don't need souping up,but my main complaint it's too big,shoulda been smaller.
Poor chromballz,gues youl miss out on alot of redos then. And cursed,ya right let me get the stopwatch,you are so rediculasly wrong,mabye these guys do it somehow,but a redo is tough to do.
Map score is still a min of 3 or 4 a .5 like chromy suggests it out of line.
| Sicko Teddy 12-07-2004 12:51 PM MST | Rating: 3 | | Uh oh!! another port in, with no enhancement!? AH- they never learn. Well see, I loved that map. it was a second map i ever played when I first played unreal. But if you put that to UT 2004, it have to be improved visually.
Just rework the visuals- adding looots of static meshes that fits a scheme.(don't overdoit!) extra rooms extra space, try to surprise us with something that we don't know about that map. be creative.Ask others to help you out. And all the world will come to your feets and help you, and you will roo.. eh, Sorry!, I got carried away . (:
| [SiK][Nards] 12-07-2004 04:07 PM MST | Rating: 6 | | YAUTMP
(Yet Another Unreal Tournament Map Port)
Still, it's always nice to have the classics reborn. But he could have remixed it a bit, that would be cool.
| CyMek 12-07-2004 05:11 PM MST | | This was a decent UT map, but not one of the best. I sent 1337 the BSP for this map as I already had it converted just for my own personal use, and he put hi-res (up to 2048x2048) UT rescale textures on, and relesed it. i cant rate this map, as it was meant for UT99, but its a great trip down memory lane, and its not very hard to convert.
| Kantham 12-07-2004 07:56 PM MST | | to 1337: deck 16 , stalwart , who's next?
| Super-Moose 12-08-2004 06:04 AM MST | | Why would you want to remake such a crap map? It's so flat and devoid of gameplay. :/
Plus, there's already a good remake of it for 2k4. Don't mean to hijack but: http://www.unrealplayground.com/mapper.php?id=2914
Your lighting is hurting my poor little eyes, BTW. :(
When you're adding colour to a light, think subtle. And, try to stick to an overall colour scheme. You wouldn't paint the inside of your house in multiple garish colours, so don't put it in maps, either. Unless it's set in a nightclub.
| SoH_Ghost3021 12-09-2004 12:11 AM MST | | good porting, but it would only get a score if it had an original layout. sorry!
| CursedSoul1 12-11-2004 12:06 PM MST | | Good porting?
Sheeeeeeeesh, when will you people learn that porting an ut map 2 2k4 is only 5 minutes work. I haven’t really bashed any terrain maps, But I do 'bash' ports like this as you so call it,
There are multiple ways to just import the ut99 map into ued 3.0. Though I have to admit, ut2k4 is a little bit harsher when doing so. The fastest probably most crappy way is to make one brush out of the map, and export(ut) and import (2k4)trough the brush tab. (You can rescale the brush in 2k4) (Depends on the size of the map, but since its only bsp and almost no mesh in these so called ghey ports it runs more than smooth) (Never got under 100 fps) All you have to do is texture the walls which isn’t that much of a prob since the texture coordinates are still the same. (Yes you might need to rescale em) and you have to add lights and both paths, since its stalwart pathing takes less than a minute, and with the 3.5 minutes left on my watch, I have more than enough time to add lighting better than this version we got here from stalwart.
Another way is, select all brushes in ued 2, and move them so that all other actors besides the bsp will stay where they are so you can easily delete em all at once without much problem. place the bsp where you want and export as unreal text, import in ued 3.0 trough the brush tab and as you can see all brushes from stalwart (or the map you choose) will be there, make sure you transformed permanently though, or else some brushes will bork up after a rebuild.
Now again you can add textures (or be very fast and already place the texture packs that the ut map use in your ut2k4 folder (I just linked the texture folder from ut to 2k4 trough the ini file) Now you still got about 4.5 minutes left to add botpathing and lighting. And that’s more than enough.
Yes, I said 5 minutes, and it can be done faster, but the faster you do it the crappier it will be. Just as crappy as most ports. I prefer that when you 'port' a map, you use the new engine and all of its features so that the map will be given new life instead of seeing a crappy old version of it. But that’s my opinion, and some of you do like these ports, and I don’t mind.. It’s just nothing special.
You can also fiddle around with the mapscale.exe (http://unrealed.myexp.de/index.php?P=info&D=841) and follow what I mentioned before..
Anyways.. That’s my 5 cents. And what some people call bashing, might just be my opinion, sometimes the best advice doesn’t come from people that tell you what to do different, but those that only tell what’s wrong in a map. The mapper should be smart and wise enough to enhance his own maps, and yes advice is always welcome, one way or the other. But again, that’s my humble opinion.
Since I'm a Dutch mofo I’m going to put all of this text trough word to lower the amount of typos.
edit: i do have to say that the mapper at least put some time in the textures, some of them could have been smaller in resolution, but he at least upgraded them. (upgraded as resised and maybe added some detail, but they look very washed) Unlike most ports, he even added detailmaps!! (which sometimes enhance the washed feel, and sometimes make the texture look a bit sharper than it is) If the mapper redid the mesh-textures himself, its a nice job. the crates could have been meshes.. but oh well.
And btw, im not bashing or flaming or whatsoever. but if you feel like that.. sorry :(
edit2: amen to ChromeBallz
| Deathbliss 12-09-2004 04:29 PM MST | | Really? Porting is easy? Well why don't you enlighten us all with your wisdom - show us how it's done in 5 minutes?
Now I'm not really a port-advocate. I think that if a mapper wants to make a map that looks like something from UT for UT 2004 well then more power to 'em. But I do hope that take advantage of the new features of the new editor. I won't rate their map down if it's a straight port - I see no issue there. But I might rate it down if they haven't used the new features of the editor in spots where they could have without altering their map.
When I play a level it has to either be something I can enjoy playing, or enjoy looking at. If it fills either of these requirements it's a good map.
Stop bashing about things like ports and terrain maps around here. It's getting old and it's just not cool. When you can do half as good, and then actually do it, then I'll let you get back up on your soapbox - Deathbliss
| ChromeBallz 12-11-2004 10:01 AM MST | Rating: 0.5 | | Come on poeple, eve epic/DE did a better job with Curse and Morpheus :/
If poeple want to play the original map they go play it in UT99, not in UT2k4.... At least TRY to make it better...
Static meshes and s**t, whatever. People who complain about it never heard of blocking volumes.
Also, why the hell should people judge a mpa by their own skills of map making? Should i give 10's to every shitty block map out there? Seriously deathbliss, that argument of yours was the most useless and stupid ever.......
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