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DM-Timidus | | Map Info |
| | File Name | dm_timidus.zip | Author | Mapmaster Earl | Gametype | UT2k4 Deathmatch | Date Added | 02-23-2005 | File Version | 1.00 | File Size | 9.3 mb | Player Count | 3 - 5 | Map Description | None | Review Rating | -- | User Rating | 6.5 | 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 |
| CursedSoul1 02-25-2005 06:04 AM MST | Rating: 6 | | The only thing i really miss in this map is z-axis gameplay, so i mostly looked from the left to the right for frags.
The map looks nice, though some of the corona's might have been a tad to big, and a few ceilings where a bit empty.
furthermore, try to improve on your z-axis gameplay :)
edit: deathbliss, I love you too :), Since when does a comment on nalicity be totally objective without any 'IMHO' since 'IMHO' a map needs z-axis. I missed the Z-axis but did i bash the map? NO! Furthermore Z-axis has ALWAYS been an important part of fps games to make it more dynamic. People like you make it less fun for other NC-ers. But I do love you.
(at least it sounds better than cursing :P)
| Deathbliss 02-24-2005 05:12 PM MST | | CursedSoul: You really need to lay off whining about Z-Axis gameplay! You should appreciate an author's work for what it is. Z-Axis gameply is a PREFERENCE, and therefore not something that makes a map good or bad.
This goes to the rest of you NCer's out there who are obsessed with this meaningless and unimportant matter. - Deathbliss
| cUnNiNg_StUnTs 02-24-2005 08:46 PM MST | Rating: 6 | | Agreed vertical action is not the end all for a map some one will download it. As for me it IS a preference.
however the theme of this map is quite nice, I also like the terrain? mesh work that makes the curvy ramps that steep down into the lower area, very nice effect. Overall though the map plays really tight, which is also a preference. ;-)
The map shows solid promise in the author, but this one won't be a keeper for me. I look forward to your next release.
| Koveras 02-24-2005 11:31 PM MST | | yah needs more Z-axis
| Mister_Prophet 02-25-2005 12:45 AM MST | | Z-Axis meaningless? Look, when you get right down to it...there is only so much you can do with a 1 floor map. Z-axis gives more options, and I'm not just talking about gameplay here.
And since when is NC the only place that likes Z-axis? Last I checked, it was a normal aspect of the game.
And as a game, UT plays well with Z-Axis. All the best maps I've played have made important use of it. Sure, you could say it is a preference, but most people who play this game prefer a little variety in the gameplay of a map. And having a good z-axis system to the combat in a map is a great (and easy) was to achieve that.
EDIT: Other than that, map is s'ok. Keep 'em coming.
| Super-Moose 02-25-2005 05:55 AM MST | | "And since when is NC the only place that likes Z-axis? Last I checked, it was a normal aspect of the game."
Or any game.
| Wehtam 02-25-2005 07:09 AM MST | Rating: 8 | | Superb! i loved the variety in this map, all the corridors were interesting and had some memorable aspect either on the walls or floor, it felt really dark and dingy the lower you went down and i feel youve used your lighting to your advantage. nice use of ambient sound too, especially the gusts of wind at the bottom by the large door arches, and the torch crackles. a great atmospheric map, well done!
| Manticore 02-26-2005 08:05 PM MST | Rating: 5 | | The map has a decent layout with lots of goodies to pick up as well as a good attempt at atmosphere with the mild fogging. I got a HOM error on one of the longer redraws...
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