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DM-Harbinger | | Map Info |
| | File Name | dm-harbinger.zip | Author | Whorebinger | Gametype | UT2k4 Deathmatch | Date Added | 03-08-2005 | File Version | 1.00 | File Size | 804 kb | Player Count | 8 - 12 | Map Description | None | Review Rating | 3 | User Rating | -- | Overall Rating | 3 |
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| | | Review |
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DM-Harbinger (UT2004)
The author didn’t indicate in the readme if this was a ‘first map’ or not but I think we should assume it is. The Egyptian style is used here, which may turn off many people immediately. But if not, then you’ll want to know about the gameplay. Well… we’ll get to that.
Awe: 1.0
Hmmm, Egyptian theme, low AWE score, what’s the story? Well, we have the rudiments of a map theme here. Egyptian textures, basiclly chosen, and applied somewhat well, but revealing a very minimalistic look to the map. Which isn’t really that good a thing. Most the walls look the same, except for the highest section and some corner areas, and you’re left very little textural guidance to tell you where you are. Lighting is very basic as well. The torches cast unrealistic light and since they’re almost the only ‘visual’ light source, they do a damn good job at lighting the level. I should rephrase for clarity: There are many torches, but not nearly enough, or close enough, to realistically light the areas in the map. There’s too much space and it’s all indoors so the lighting is mostly unsourced and doesn’t make sense. Add the unexplained purple light with no source whatever at the top of the map, and the lighting is just barely functional. The architecture is basically a sequence of squares, connected by convex-top corridors with an unexplained round ‘thing’ at the top. Oh, and some unnecessary ‘bridges’ holding some pickups that don’t really seem to have any architectural/themeatic purpose.All the ‘decoration’ pretty much comes from stock Egyptian meshes. They’re big, and don’t really do much to add to the ambience. In general, a poor execution of lighting, almost non-existant architecture, and desultory texture work. The author has obviously learned how to create lights, manipulate BSP, and add meshes, but he needs to put more thought into overall visual design.
Build 1.0
There are a few BSP alignment problems – I’d recommend the author practice vertex editing. Fortunately, these do not create any HOMs. There is only one zone – and I’d recommend researching that as well. Fortunately the map is so low-poly that having one zone doesn’t matter in terms of FPS. The movers work fine but have no sound attached to them. The torches do have sound but one must be extremely close to them to hear them. Other than that there is no sound. Overall, not a great build, with lots of room for improvement. Still, the map works and the author did put some effort into it. Cast 1.0
This is the kind of map that might be good for a LAN with your best buds. But otherwise isn’t really good for widespread distribution and play. The gameplay has a number of problems. First, the only ‘playable’ z-axis is in the middle, in the HUGE room, and you only have immediate access to flak and RL, which are placed opposite each other. The center of the room contains a multilayered pit with an elevator to a tiny hole in the top. Expanding out from the center are corridors that are too narrow for fun play and that connect to the other corridors that are too narrow (and some that have no lights). You have an option to ride to the top of the map to a VERY purple room containing a redeemer and a classic sniper rifle and you can annoy all your friends by sniping down at them with no fear of fie coming back at you. There’s also no way down unless someone else tries to ride the elevator up. Two other lifts take you to the top of the central area where you can tight-rope walk over to either the SuperShield, or the Keg of Health, as there are two tightropes, and each leads to one power up. However, you’re high enough up that if you fall off, and don’t have either of these two items, odds are you’re thoroughly dead when you hit the floor. The remainder of the weapons are placed in square rooms containing one pillar each, that serve as the junctions for the corridors that encircle the map. So, you have the close-quarters weapons in the middle of the map where hitscan is king, and all the hitscan weapons (aside from the sniper) in the tight, extremely long corridors. Add that the corridors are all flat, and it all mixes together to provide with an uninspired layout. For those that prefer hitscan, grab a weapon and head to the center. For those that like spam, grab the Flak or RL and start shooting down a corridor. It doesn’t matter if no one’s there, odds are someone will be by the time the weapon fire has traversed the whole corridor. The bots function adequately although they’ll never try to get the Supershield or Keg (or they didn’t while I was watching). They’re much more concerned with trying to kill themselves repeatedly trying to get into the sniper room. Overall, the gameplay is flat and predictable and odds are either hitscan in the middle or spam in the corridors will win the map. The payoff from the Supershield and Keg is mitigated by the constant kills you’ll rack up from staying down below. And if anyone starts sniping from the hole in the top, it’ll just annoy everyone else.
For an author’s first work, it’s about average fare. Sub-par visuals in lighting, textureing and architecture, a barely adequate build, and predictable, annoying gameplay mean that you’re probably not going to want this map. Still, chalk it up as a learning experience for the author. Cheers to the author because he’s learned how to use the editor and has released a map. Now he needs to go beyond the basics. Best of luck.
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| | Map Comments |
| Whorebinger 11-09-2005 05:34 AM MST | | Cheers for the review and yes it is my first map. Just a couple of things.
The corridors without lights are deliberately dark, because there's a secret passage in the middle alcoves down to the lower section.
Also the Sniper area is not a camper's paradise. In the central area, one of the torches is unlit. This is a trigger that makes the roof of the sniper area descend to crush anyone within it.
And the map was for homework where the brief was an Egyptian theme so I didn't have any choice over that. Sorry.
Again cheers for the review and I'll take it onboard for my next attempt.
@goldfenix
I realise custom meshes make it more interesting than the bland standard fare, but I have to start somewhere :) I'm not an artist so I have basic skill with 3D max, but I will endeavour to make subsequent maps more interesting. I do want to reach the stage where all the textures and meshes are my own work, but that will take time. Thanks for your comment though. It's really helpful for me to get feedback so I can improve.
| ArcadiaVincennes 11-08-2005 12:31 PM MST | | Dark Corridor: Well, darkness severly impacts gameplay, and I understand you wanted to hide a secret, but even some dim lighting placed strategically could have given you the 'darkness' you wanted, but at least allowed the players to see.
Sniper area: My apologies that I missed this. It's good that you had the foresight to combat camping.
Egyptian Theme: Well, one of the challenges with level design in general, especially with working with a 'popular' theme, is to somehow make it 'your own' while working within thematic constraints. But working with Stock meshes/textures and the amount of maps that have come before, I understand the difficulty with this.
You're welcome, thanks for taking the criticism well, and good luck on your next attempt. :)
| goldfenix 11-27-2005 03:32 PM MST | | Take CBP1's Black Jackal for instance. It uses the wondeful egytian theme, and custom myLevel content also. Has an awesome skybox and meshes. Using the stock meshes can be good, but people dig your map more if you show more skills, like custom meshes, skyboxes, cube maps, textures, and awesome movers and triggers, including Karma Actors. Alright, must start somewhere, right?
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