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DM-1on1-Gastly 
Map Info


 
File Namedm-1on1-gastly.zip
AuthorPomperi
GametypeUT Deathmatch
Date Added03-20-2005
File Version1.00
File Size1.23 mb
Player Count2
Map DescriptionThe Gastly Chambers has for centuries been used as a death penalty, where the prisoners fought each other to death. It is now your turn to fight for freedom in these haunted chambers.
Review Rating --
User Rating6
Overall Rating --



 
Review


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Map Comments


GTD-Carthage
03-21-2005 03:41 AM MST
 
Pokemon?

[Edit]
Everything's good. Detail is deep and the combination of lights look good too. I like those execution equipment. :)

Obi-Wan
03-20-2005 09:11 AM MST
 
what's a pokemon??? ._.'

Mellburn
03-20-2005 10:34 AM MST
Rating: 3 
I´m not sure but I think it´s a short of "Pocket-Monster" a japanese commercial cartoon?
=/

Pomperi
03-24-2005 03:08 AM MST
 
Thnx for the comments.
This map has nothing to do with Pokémon. I was just pointing out how I got the name so that no one would think i misspelled the word "Ghastly".

Mellburn: I've seen your maps so I don't feel offended by your unprofessional rating :P

HappyDeadGuy: I know that the bots are kinda lame, but I really suck at doing the botpathing.

[Edit]
IndySkyz: I get your point that the map is small, and maybe a bit too simple, but don't you think a 2 is a bit too low? I've seen peoples first maps that gets higher score, and this map at least have details and ambience. Im not a DM-player, so I'm not really good at planning the layout for a DM-map. I'll try make a better, larger layout for my coming maps, but I still think you should look at a map from more perspectives than gameplay.

[Edit again]
Thanks for the comments, again :P
I never thought of having those windows blocked because i've never played DM with a translocator. Don't think I've ever played LMS either. I could of course fix those stuff as botpathing and blocking the windows, but the size of the map will be the same.

Thunderstrike: The reason I've got two LiftCenters is because the bottom LiftCenter was connected to the weapons on the ground, and the bot just went up the lift and then jumped down to the weapon, even if it was picked up. I don't know if placing two LiftCenters is the way to fix it, but it seemed to work for me :P

]OfC[Saint
03-22-2005 04:07 AM MST
Rating: 7 
It looks really nice and i like that you've added sceenery to look at out the windows. Make a bigger map and added in some ambience (maybe so water dripping things like that) and it could well top level mapping.

Lurven(:K256:)
03-22-2005 05:47 PM MST
Rating: 8 
One of your best maps so far. The gameplay is really good even thou the damn bots get stuck under the damn elevator.
And i like the litle ghost outside that you can hardly see, doesnt look like the pokemon Gastly thou. :P

IndySkyz
03-23-2005 11:17 PM MST
Rating: 5 
Is this a joke? how does a map this simplistic get scores of 7-8-9, first off its just one small room, not good for anything but a spamfest, second with traslocator on you can get to outside, but there is nothing out there and no playability, this is a LMS players dream map with trans on, you need to block those windows and expand on the overall layout, It pisses me off to see maps like this getting high scores, if you want to see a map with much better layout, flow and overall feel, checkout 1v1-forgo by TNT.

[EDIT] Ok maybe a 2 seems alittle too harsh for this map, which I never said the look and feel was not good, but for 1v1 DM, maps like Morbias and Fractal are not good, those maps are solely for gibfest and the fun of seeing body parts flying, for a true 1v1 you need some tatical play, even the original 1v1 maps of UT offer much more than Morbias or Fractal, which BTW with their many support columns still offer much more cover than this map. Oblivion and Hyperblast which were 2 of the best original 1v1 maps for UT are the types of layouts you should be doing, the windows not blocked I'm sure wont be a big deal 99% of the time but it would'nt have taken much to block them, I dont want to degrade you mapping skill but I've seen some not as good looking maps with far better playablity getting score of 2 and 3, and after all the game is about being played is it not? put these looks into a more complex layout and you will have an all around winner, to be fair I will raise my rating based on your brushwork and atmosphere, as for playability tho you need to expand your thinking on whats good for DM.

Thunderstrike
03-23-2005 08:44 PM MST
Rating: 6 
To rate a map poorly based primarily on layout seems to me to neglect other facets of level design which fair better for this map. The layout of the map has its origins in maps like Fractal and Morbias, but perhaps most markedly in Gael for UT2kx. It caters to a certain style of play. Some players like 1on1 maps where matches are less about strategy and more about reflexes. This isn't wrong. This is freedom of choice. Whilst still only being effectively one room, there is sufficient architecture to disrupt line of sight and provide some cover. The architecture is also well done with pleasant angles, good detailing (including those external courtyards) and consistent trimming. Lack of invisible collision hulls on the windows permitting translocation outside is an oversight, however people who play deathmatch, LMS and in particular duels, with the translocator turned on are in an exceptionally small minority and this will not harm game play for the vast majority. Texturing is good, featuring a few textures from Wheel of Time and Hourences, and the solid lighting compliments it well. Some may consider the lighting a *little* dark, but it was fine for me. The small size of the map may turn some people off (as we have already seen), but when played purely as a dueller I feel the map does not represent the aforementioned colloquialism of a "spamfest". With six player starts there is sufficient variation in spawn location that even players of moderate skill should be able to arm themselves against a flak wielding opponent before taking significant damage. It should also be noted that whilst the flak cannon and rocket launcher are located on the upper level, all ammunition for weapons is located on the lower floor. This means that players have to run the gauntlet of traversing the lower level when they need additional ammunition, and I think this is a good decision. Bots give a reasonable game on the higher skill settings, but they could have been much better. Use of two lift centers per elevator is incorrect, and the height of the lower lift center needs adjustment as it seems a little too high. Also a problem is the use of an unneccesary pathnode under the UDamage. There is no path to and from the Udamage which is why only higher skilled bots even attempt to collect it. Furthermore, once collected, the bots have no paths to leave that point and usually die standing in the lava. This map doesn't break new ground, but it is well presented (especially for this type of level) and offers a more focussed and reflex-based duelling style than many 1on1 levels. Not for everyone, but worth investigation if you liked Fractal or Gael in particular.

Dage00
03-24-2005 07:06 AM MST
Rating: 7.5 
Nice map,

redfist
08-10-2005 01:46 PM MDT
Rating: 4 
Boring,and again purple,brown,gray,is your monitor doing somthing to you?
I don't like this for some reason,it's to open and or ,boring.
This feels like it's a place you pass through to go to the actuall place to fight in.

Sicko Teddy
08-10-2005 07:44 PM MDT
 
warning- Redfist is on crack today!
he rate all maps real low (unless it is a Nali city bigshot or his friend)
You rate that map very low. you try to sound like you can make a better one!



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