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ONS-Ligeia-OmegaReactor 
Map Info


 
File Nameons-ligeia-omegareactor.zip
Authortheepiphany
GametypeUT2k4 Onslaught
Date Added01-30-2005
File Version1.00
File Size17.23 mb
Player Count20 - 32
Map DescriptionI sat down during my christmas break and decided to remake ONS-Ligeia, and it turned out to take me over 300 hours to finish it. Learned a lot of new techniques and so the map shows alot of what i learned. Really the only thing that i kept from the original map is the terrain but i modified that too. There are a few ECE vehicles in the map, so you will need to have that content installed in order to play it. I hope everyone enjoys it as it too me so long to remake. I have packed a lot into this map and if your system is on the older side, then i suggest you turn down your settings to get a better frame rate. I play tested with full settings and 32 bots the entire build and it runs fine for me, but a few other people told me it ate their systems up. So again, hope you like the map. Enjoy "MastaKilla"
Review Rating --
User Rating8
Overall Rating --



 
Review


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Map Comments


Smartguy087
01-31-2005 02:41 PM MST
Rating: 10 
Great map!! Lots of detail, worth the download. I will be putting this map on my server within the hour!

Hmm pehaps G.Lecter didnt play the map long enough... If he would have he would have found that on the outside of the "hill" is a path that goes up around the mountain. Also if he could have checked more, there is a tunnel that runs from the nodes inside the mountain to the top node. you take a cicadia through there. You can see the domes once you are on the top... That is by far my favorite part of the map

G.Lecter
02-01-2005 01:26 PM MST
Rating: 7 
Sorry, I did not find good gameplay here... I think ONS-AnHonorableDeath was better.
I liked:
> Good framerates. (The turrets could work better with less fog. However, if the fog is decreased, framerates would be lower. It is fine as it is now...)
> There are some interesting things like vehicle doors and strange light effects.
> I liked all those nice custom moving meshes.
> The buildings are well designed.
I did not like:
> Terrain textures look overused. 1-2 more layers would have been much better. Terrain looks a bit spiky in few places.
> I like the effect in the indoors, but the lighting looks quite simple, it could have been much better (different light colours, darker indoors, more bright lights outside...).
> I did not like the layout & the link setup at all.
- The links are too strange. I would prefer something more direct. Teams take different paths to attack nodes so there are very few battles. I ran 90% of the match alone.
- I miss more doors to enter in the hill. I had problems more than once to find one, especially when I respawn in nodes num. 5-6.
- There are some 'pedestrians only' areas. I think anyone won't cross them...
- The hill node can be attacked only by raptors, but there are no raptors in the 2 indoor nodes that are connected to it. (OK, I found the 'tunnel' with the cicada. It's a great detail, I agree one of the best things of the map, but it only allows attack the hill to 1-2 players. I also think the path that allows ground vehicles to get the top node is TOO long.)
- The opposite: There are some raptors in the hill node, but the next nodes can't be attacked by aircrafts...
- There is a long way between most of the nodes, so ground vehicles are useless most of times. I played again & I keep thinking it's a hell for ground drivers.
- Only one linksetup. :(
> Bots had a few (unimportant) problems. Example: I saw a bot driving the Levi in the water. It might play better online.
It's a good map anyway. I think it would be a good idea making a SE version...
---
Reply: Well, I gave enough arguments avobe so nobody should complain about my score.
I played this one around 20 minutes. The first impression is one of the most important things in a map. A good map always make the wish of playing it again & again, but i did not find that in this level.
Just respect the other opinions. I am not spamming. I found a little weird to see a 10 here, but I don't complain. There are lots of different opinions here...
---
Reply to theepiphany: Wow! Nice reply... OK, I played it again another 20 minutes and I keep feeling it confusing. Anyway the match was a little better once I learnt the layout, I change my score to 7. I put a bit more feedback avobe.
However, don't forget the first impression is really important, most of people will delete the map if they feel it too strange. ;)

esquilax
02-03-2005 10:38 PM MST
Rating: 7 
Liked this map a lot, some really nice touches. The reactor thingy looked great! Graphics were good on the whole, some bits better than others but nothing looked bad or out of place. Good placement of power nodes, I find having an odd number makes game play much more intense. Few glitches with bot pathing-kept getting stuck, both in vehicles and on foot, and couldn't get out. Would love to see a second edition with improved bot pathing, as the map itself is really pleasing to the eye and great to play.

sandorski
02-08-2005 01:26 AM MST
Rating: 6.5 
Agree with GLector on the gameplay, kinda lacklustre.Probably the Node layout as he suggested.

The Map looks good, but there were a few problems with how it was constructed:

1) The Walkways at the Core bases were poorly aligned sticking above the upper levels and sometimes into the side of floors

2) The main doors into the mountain areas can close into vehicles. My tank got caught inside the door and I had to get out and open the door to continue again.

3) I think the FadeIn of the grass DecoLayer could be extended to the Fog, creating a better effect.

Generally speaking a good Map with a few issues the Mapper should keep in mind in his/her next Map. Very promising though.

Added 02/07: Don't take it personally. I too have spent 100's of hours on a few Maps, but in the end I scrapped them because they just were not good enough. It is not the time spent that matters, but the end result.

Accept the criticism as a way to improve your Mapping. Your comments regarding the door are too confrontational and you should accept that Doors should not close on vehicles causing the vehicles to be stuck inside the Door, it's just common sense. The FadeIn of the Decolayer is fairly minor, but something to consider for future Maps.

Kantham
02-07-2005 07:25 PM MST
Rating: 8.5 
his map

Super-Moose
02-08-2005 02:01 PM MST
 
You'll never improve if that's how you take critisism. These guys are posting feedback to help not insult you. Listen to it.

The doors need fixing. It's not debatable.

____
Anyway....

It's not a bad map by any means - layout is fairly good, and we all know the cicada hatch rocks :D - but it could use a lot of work in some areas...

Some of the areas where the map needs work:

~ Lighting needs a lot of help.
Too monochromatic for the most part.
Most light seems to be coming from thin air, not from any visible light source.
Brightness is all screwed. Base areas all bright and the terrain all dark. You need to create some nice contrast between light and shadow.
And what's up with the top of the hill? Light so bright it hurts the eyes and completely washes out the snow texture, making it just a mass of white. Where's it coming from? It's way too bright to be coming from the moon.

~ The doors!
It's just no fun driving towards an open door, it shutting in your face and having to back up a mile before it will open again.

~ The main base could do with having more than one entrance.
It's too much of a bottle neck as it is, and with decent defence, would make it very hard to attack from the ground.


As I said though, the map isn't bad overall, and with a bit of work it could be great.


______
Some links that may help you:
http://www.planetunreal.com/teamvortex/DavidM/lighting.html
http://www.planetunreal.com/phalanx/tut%27s/tutorial_tex.htm

[EDIT]
"I can take criticism, but it seems that you cant take criticim on your criticism."
"you want to post comments about what you feel needs help, post them, but dont get all agitated when you are criticized about them."
"Dont get offended again"
Eh? You say that as if I've commented on this map before. And as if what others post affects me in some way.
Wrong on both counts. ;)

"Aslo it seems that your brightness is up too high compared to mine."
It might be, compared to yours, but compare it to a person with normal brightness and it's fine. :P

"Plus, your comments are biased on the negative, i would like to hear what was good about the map also, you go and post what is bad with my map and then that is all people read and i get bad scores because of your comments."
I could have pointed out some good bits (more than i did, that is) but it's not as if they need any changing so what's the point? I'll leave that to other posters.
You can just assume that if I haven't mentioned something, then I must like it. ;)
And I would hope people would rate a map based on the map itself rather than comments. :/

"the cunning player would see that you can drive on the side of the mountain, right side of both bases and sneek in on the side."
Fair enough. I guess I'm not all that adventurous.
MB.

"doors"
Your call I suppose. o0
I still say it's bad for gameplay.


Love ya too. :D

clintonheadpot
02-11-2005 10:08 PM MST
Rating: 8.5 
wow, this was a cool map but i saw a few things that looked wrong
1)Some textures on meshes looked stretched
2)frames were a little low at bases
3)some grass wasn't aligned to terrain

other than that, which really wasn't that big of deal, i had a great time with the map. was digging the "Omega Reactor", and thought you did a good job with the emitters. liked your cicada tunnels alot, plus you had some cool movers in the map. liked the dynamic lighting, but thought your lighting could have been better in places. you did a good job with the cubemap for the reflection in the water. projector shadows were done well, but looked a little misaligned in a few places. i played this with 24 bots and i had a great match. lotta fun

keep up the good work

Draco
03-21-2005 04:57 PM MST
Rating: 8 
Good map...



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