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AS-Project | | Map Info |
| | File Name | as-project.zip | Author | SLT^Frase | Gametype | UT2k4 Assault | Date Added | 02-19-2005 | File Version | 2.00 | File Size | 4.16 mb | Player Count | 4 - 16 | Map Description | During the Corporation Wars, After the success of the destruction of Izanagi Corporation's research facility in the glacier area on Lamdon 3 the strike force from the Axon Research Corporation continued to Lamdon 4. Here they found an underground bunker at work in producing a new 'Paladin' tank designed for defence purposes. The base was raided, a prototype of the tank was found but unfortunately the entire base had to be destroyed by the self-targeting of its own missiles. | Review Rating | 6 | User Rating | 8.5 | Overall Rating | 7.0 |
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| | | Review |
| Reviewer | Twrecks | Awe Score: | 1.5/3 | Date | 06-08-2005 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 2.5/3 | User Point: | +1 | Overall Score: | 7.0/10 |
If a map is a sum of its parts, having more of the same stuff only makes it bigger, not better.
As-Project falls into that category of "more of the same stuff". In itself, there seems to be lots to do, in fact there needs to be for the 10 minute time limit. Unfortunately the objectives feel repetitive, you know "open the gate" isn't very imaginative gameplay if used more than once. Other than bagging the obvious lack luster build and litter of meshes, As-Project does provide some entertainment and makes players switch tactics based on the various objectives.
Luckily, the author starts us off with two non-gate goals: jumping down a well, and blowing up a rock barricade. Now you'd think falling down a hole would be easy, thing is there's some open terrain to cover, and once you do drop down to the barricade you may splat on the walls because the pool at the bottom is off-set to one side. Once the attackers access the well, the defenders have a short duck shoot before the walls vaporize.
Once you get in the hole and the barricade is dusted, it doesn't get easy. In fact this is my second favorite area of the map. For attackers get out your Avrils and forget about that tank, because I'll be mowing you down from above with the minigun turret, while my team mates wait inside for some up close and personal fargging. If you are blessed with human cohorts defending will test your sniping skills. If the attackers get inside, there's a crate with a lever to open the gate on the left, you'll be seeing this crate a few more times.
A couple drops puts attackers in a long room filled with crates. Dunno why this room is here other than to carry an energy cell to the other side to open another gate. This "carry the ball" forces a more team effort to over run the defenders. As a defender, crossing the room and trapping the attackers in a crossfire works because the attackers are busy looking forward and don't check under the ledge when jumping into the room.
Next bit is also unexplainable, but I'll describe it none the less. What you have are two parallel corridors that the floors are made of panels spaced so you can see some super panning lava on a motionless fluid surface (needs an Oscillator). The right corridor has a broken bit that bots don't defend, so if you're playing off-line go this way if you can handle the single jump. On the other side of the corridors is a small room with the lever crate, it opens a gate...
The map at this point actually jives with the opening story, well, kinda. Attackers must activate a pair of missiles to trip one the next gate. This time a computer terminal/screen is the trigger point to make the rockets slide into their launch bay. Defenders spawn from above, giving them some tactical advantage, but there's enough cover in the long room that the assault is usually successful after one or two tries.
Next is the "lift bunker". I'm not fond of this room, with its park benches, trashcans and another lever crate. There's a fair amount of particle fog and there's a rather annoying light marking the lever crate. More crates stack up to a big keg-o-health that is useful to attackers for the second to last objective. Again, you open the gate to proceed to an antechamber with a second energy cell that needs carrying to an invisible waypoint at the top of an elevator shaft.
This is where defenders can make a good stand. The elevator bringing the attackers up moves slowly and has two holes on the roof. I make mention of this because defenders can drop onto the elevator as it descends and have an easy time spooging the occupants as they try to reach the top. Against bots, they hapless creatures pack in the center of the lift just asking for a full load of snot. The graphics in this section of the map are really bad, so is the lighting, and the humor. A comic texture adorns the shaft wall and the BSP construction hits an all time low. All the same, this is my favorite part of the map; it has more suspense because the elevator slows the gameplay. As an attacker, missing the lift heightens the tension as you hear gunfire and screams from above, and your teammates respawn for another trip up.
Last, after getting that gate open, is a long hallway to the outside getaway via shock tank. As an attacker to make good the assault, and keeping with the story (the one you read before starting the map), the attackers must drive the shock tank to the other side of the valley. The tank, however, is rather easy to destroy. Defenders need to concentrate their firepower on the tank and only worry about attackers getting spawn kills. Also, defenders will want to spread out to make the shock tank less effective as an assault vehicle. Accomplishing the hazardous drive will end the game; with a drop ship appearing out of the cliff walls as the big show. No, there's no cinematic sequence. And if you run out of time, just a frame freeze to capture the loss.
Now that the game is over, let me review a few Ued features. Zoning is good, which helps some of the optimization and culling of unseen static meshes. Pathing is adequate, yet as the author notes, bots are rather stupid, rater they don't have a choice. Lighting is fair, even some coronas thanks. Ambient sounds are okay, except that birdcall in the cave-tunnel pisses me off. Texture use is mostly bad, more of a scale problem and lack of interesting BSP. Static meshes feel "placed" and for the most part do not blend with any architecture, likely because there isn't much. Terrain maps are un-trimmed (invisible facets please), and the single fluid surface way to large for the purpose, oh yea, and flat. Might as well use a zone sheet. Sorry if that sounds harsh, I just expect more out of a 2k4 map these days.
Nowhere does the map feel like a tank building/designing facility. Guess a general absence of theme is prevail ant. What is good is that the player starts and objectives work on a technical level. The map felt more like an expanded Angel Mapper tutorial than a planned action packed sequence following a coherent story line. Yes this map delivers a playable game, in my opinion As-Project doesn't deliver anything memorable, and by its name comes off as just that, a project map. Better luck/skill on the next attempt, hopefully other assault mappers will use this map to learn to set up objectives and player starts, and look elsewhere for bot pathing, visuals and a theme.
I haven't seen this map on any servers, so can't comment on online play. On a small LAN it was fun (4 players). If you like Assault download it for some fun plinking bots. Default load of 10 players will get the spam rolling and enough gibs to see you through yet another gate.
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| | Map Comments |
| Kantham 05-18-2005 12:28 AM MDT | | Man i canot go far after the hangar doors!
The plus
-A new assault map -The efforts
The minus
-The map is Extrmely bad badly optimized , i got 1 fps when i pass the hangar door , if i would continue , my pc would reset automaticaly for PC overload , this kind of submition worth a kick in the ass dude , pleasse remove what is lagging ALOT on teh other side of this door -Too many spam rocks -The tube that lead down a little water spot , is even not aligned correcly, bots hurts themselve , correct this
Like said , i canot go more far on this map , i recomend you don't dowload it Until the author correct this MAJOR problem.
| sandorski 02-19-2005 01:24 AM MST | | Ouch! Yes, the area where the panning textures are seem to be killing performance. I'm not sure that the problem isthose Textures, but the problem certainly is coming from that part of the Map. As you near that area, running backwards towards it performs fine, but look in the direction and the framerate drops lower than can be measured. Once you get passed that area, the performance is ok again, unless you turn to look back.
| SLT^Frase 02-19-2005 01:14 PM MST | | Ok I've fixed it sorry for the optimization problems. In terms of gameplay though I've tested this 5v5 and I've played assault for almost a year now, spamming is not an issue believe it or not.
Cheers to all who have given positive comments, and thanks for constructive critism although I won't be updating it or making any new maps in the near future.
| n00bkillin 02-19-2005 08:11 AM MST | | you have to claim the map after you submit it, as to not steal someone else's map.
| perfectdark 02-19-2005 10:33 AM MST | | the link you posted http://members.lycos.co.uk/slthome/ downloads but there's somthing wrong with it it wont let you extract from the zip folder
| juditsu 02-19-2005 12:40 PM MST | Rating: 8 | | Nice map it had an adventerous feel to it. I played with default visual settings and I had no FPS problems, a little slow in the cave but no suprise to any other assault map. There's also opportunity for some tricks too.
Nice to see a new assault map which can be defined as playable it's a shame the bots arn't brilliant but I'm looking forward to playing this online.
| robotfactory 02-19-2005 12:57 PM MST | Rating: 8 | | I came into this map with not much hope since many As maps are plagued with ramdom static mesh placements and silly concepts. Like finding the most weird things in the editor and placing them in the map. Also all the boring race maps out there what I hate.
Since I have played Assault for about 1 year now I like to think I roughly know the main aspects of a good assault map.
So loaded this baby up, first impressions visual impact pretty basic but passable. Surfed the map in spec mode and I have to say I was liking the feel of it. Nice placement of statics and objectives ment there was some good tricks you could pull off and the objectives looked like they fitted into the story of the map which is rare. I clicked in and played, the bots arnt great but get there in the end but the gameplay i can see will be hot stuff for online play with some tricks being took advantage of etc.
I really enjoyed this map and can see it keeping a place on my hard drive. I have already found some tricks and loved the lift Idea. I wont give much away much the defenders spawn is not safe in cave hint hint.
I give it an 8/10 since gameplay thought and placement was good with great flow and varitey but the visuals lacked in some cases along with bot.
Who wants bots anyway :) BTW whats that pic of in the life bit facing defenders spawn I read it in spec mode couldnt stop laughing. whoes the clan in it
| xtremeNali 02-20-2005 04:31 AM MST | Rating: 9 | | I totally agree with robot. Not visually stunning but at last a reasonable custom assault map and I'm glad bots can actually complete it. The lift idea was great, online it could give a sense of singleplayer style atmosphere. Good on ya
| {E}Danks 02-20-2005 06:41 AM MST | Rating: 8 | | Good shit this map good shit. Yeah it may not look lush but the gameplay is sweat and the tricks available are cool.
Had the privilage to help beta test it in "its very early stages" with clan. Played well even then and we need it since to many race and trial maps.
We need it on servers so I can play it online will the full effect cant wait
| {E}xpeerience 02-20-2005 07:05 AM MST | Rating: 9 | | I'm one of the Peoples that feel glad to be in the beta test of this map together with all {E}
The elevator is some hard bit, but if you are 1337 you can just do it That was some hard thing in the beta test, cause we are all pretty equal (except me, I suck :D)
This is really one good map, we need more of that on servers! I hate these damn race maps, but they seem to be only good which people can make! Hope this stops by now
| Draco 03-21-2005 04:42 PM MST | Rating: 8 | | Good map...
| trikvortex 08-21-2005 07:22 PM MDT | Rating: 9.5 | | Review: "yet as the author notes, bots are rather stupid, rater they don't have a choice."
If you are to critisize a map in a review you should state the problem and then explain what the problem is or briefly how to fix it. I checked the map, the pathing is basic but seems reasonable, I rather agree that the bots are suprisingly below the skill I would expect. What exactly are you referring to?
Twrecks: Pathing and AI is minimal, the author knows this. If you need help mapping, check our "LINKs" page
| Helper 08-22-2005 09:16 PM MDT | Rating: 5 | | I'm giving it a 5 for unoptimization and critical bugs.
| kais 09-11-2005 01:00 PM MDT | | I've played several asault maps today, but this one was kind of special, not causse of its looks, wich isn't above avarge. But cause it has that old-skool ut99 asaultmap feeling. I really liked those battles with too many people in a small room, thats something you dont see often in 2k4.
| =IRON=CORAX 09-22-2005 07:18 AM MDT | Rating: 9 | | I like this map a lot, though it's quite a simple map that reminds me the good old UT '99. My favourite part is the one with the lift near the end, great thing that defending bots even sometimes jump down to us attackers, it's suprising. The worst thing 'bout bots is the very beginning - they have problems to jump down through the hole, gotta kill every enemy before jumping down, so it takes them a lot of time. Later there is this power-core to pick up and open the door - they pick it up, get killed, and after some time the thing is replaced and they have problems to take it again, their path is straight to the door, forgetting the power-core. But... great map, really!
| mapmaster 11-28-2005 10:42 PM MST | Rating: 9.5 | | I love AS and this map is one of the reasons why I love AS. other then the bad weapon section at the eleavtion part, This is a great AS map.I already downloaded it but I didn't put in UT2004 yet,I played it online and it's pretty fun Defing and attarking with other people.
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