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DM-1on1-Riija | | Map Info |
| | File Name | dm-1on1-riija.zip | Author | ChromeBallz | Gametype | UT Deathmatch | Date Added | 12-22-2004 | File Version | 1.00 | File Size | 745 kb | Player Count | 2-4 | Map Description | I didn't really want to release this map because i wasn't satisfied with it. But, if that was a criteria for me to release a map, poeple would never see another map made by me.
You can see this map as a step in my learning process, more than a serious map. I'm working on better stuff than this.
Ack, isn't self-criticism great. | Review Rating | 4 | User Rating | 6 | Overall Rating | 5.0 |
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| | | Review |
| Reviewer | Frieza | Awe Score: | 1.0/3 | Date | 01-04-2005 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.0/3 | User Point: | +1 | Overall Score: | 5.0/10 |
DM-1on1-Riija is a small map set in a sort of crypt type of thing. This the second map by Chromeballz that I'm reviewing (The first one being Dm-Arena42) and I can say that there are improvements when compared to Arena42 but it still doesn't quite make it.
Design has improved but I have the feeling Chromeballz doesn't really show us what he's capable of. When looking around in the editor this map really has a solid build which suggests that the author knows his way around the editor. Show it, I'd say. Because what we see in the map is just about the best example of repetitive mapping you could encounter. Everything looks alike which is mainly due to the maps main source of light (A lamp in the wall) which is literally duplicated a hundred times around the map. If you would take one hallway apart and look at it you'd say: "Hey this is pretty good!" But then as you turn a corner you would see the same hallway again. And again, and again, and again... etc. That sounded rather negative. What I mean to say is, what is there looks ok but it is way too repetitive. So next time, create a more diverse looking map without loosing the general theme.
Actually, the same thing I said for architecture could be said for both lighting and texturing. Repetitive, repetitive, repetitive. The whole map consists of the same yellow light everywhere with two blues in the entire(!) map meant for contrast. That's not nearly enough. The map uses the same floor, wall and ceiling texture all over the place. This is the cause of the architecture. When doing repetitive architecture you limit yourself incredibly. If you use the same lightsource everywhere you have to use the same lightcolor everywhere and you have to texture the lightsource in a similar fashion as the others, otherwise it doesn't make any sense at all.
On to the gameplay department. Let me just start of by saying that this map is too big for it's title. I found 1on1 matches on this map generally boring, with 4-6 bots you're getting action for your money and provides for a much more enjoyable experience. One of the main problems I had with this map was it's weapon loadout. There's a total of two weapons to use. The sniperrifle and the rocket launcher. Again, where's the diversity? Having just two weapons makes gameplay bland. Snipe some heads from afar, blow some gibs from nearby... and that's about it. What I did like was the redeemer as the item-to-have and thus creating a control spot right in the middle of the map. This map seems to be built just for the purpose of flying a redeemerrocket through it's hallways. Flow is yet another sore point. Z-Axis is limited to 2 floors in the main room and the surrounding hallways don't have any vertical fighting at all. But compared to Arena42 it's an improvement. The bots really do work fine so no problems there.
Doesn't this map have one redeeming (no pun intended ;) ) quality? Hell yes it does. It features a custom music track that really fits the map. The map also features ambient sounds which is a thumbs up!
Conclusion: Obviously Chromeballz knows his way around the editor but fails to really show it. The architecture drags the texturing and lighting with him down to the Depths of Repetitivity. Item placement and flow support the architecture in that and the sound department and botplay try to cling themselves to the edge of the gap to save the map from falling in the Valley of Below-mediocrety. Chromeballz, I know you can do better!
Awe: 1.0 Build: 2.0 Cast: 1.0 |
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| | Map Comments |
| MOB1US 12-22-2004 05:47 AM MST | Rating: 6.5 | | This map definitely deserves a bit of recognition. Layout is brilliant and i like the fact it is mainly rocket launchers in such an open area. The music was a good pick for this. Ant you put in trims - yay!
I dont think the player count was quite right, it is far to big to be a 1-on-1 and i was playin hide and seek with 3 bots most of the time. And i think the coronas were a bit of a overkill in this case but overall this is a kudos map to play online.
| quillion 12-22-2004 07:09 AM MST | Rating: 4.5 | | I was expecting so much more from this map and from its author. Chrome, you can do 10 times better than this and you know it.
| ChromeBallz 12-28-2004 09:58 AM MST | | Sorry to dissapoint you Quill.... I just wanted to see some thing else than Arena42 on here.
edit: Definetely not an 8.5 ghost :P
edit: Definetely not my motives Cursed 0_o
| CursedSoul1 12-28-2004 07:30 AM MST | | I told you about the same on msn as quill did chrome :) I hope you get out of your mappers block soon :)
edit: yes he dutch, like a lot of people around here.
imho chrome submitted the map to see who will rate this map high so we all know who we should ignore and who not lol. *runs of screaming j/k*
| SoH_Ghost3021 12-22-2004 10:31 PM MST | Rating: 8.5 | | very well done map! i dont care if dis dont meet some peoples expectaions, it folws well and looks good and thats enough for me! :)
| redfist 12-27-2004 11:25 PM MST | Rating: 6.5 | | Hey,I would run this on a server,I like that I can shoot up to the next level at a copable angle for actualy hitting targets. Map has charactor,500 times better than your other one,the biggest prob is you should put in some lights or somthing to see the elvator shafts easier,and if you did,going up on the roof might not be all that bad too,but map might get to big. It's also good cause you can hide behind pillars on top and,good fighting map,needs a few vases around and murals on the walls.
| GenMoKai 12-28-2004 07:05 AM MST | Rating: 8 | | It looks very cool but not very much moving or secret passages (i like that :P:D) but this map is cool for 1on1 just like your map name said I give it a 8, ow by the way U dutch ??
Greets GenMoKai
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