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DM-Ozealoth | | Map Info |
| | File Name | dm-ozealoth.zip | Author | Lok | Gametype | UT Deathmatch | Date Added | 04-02-2005 | File Version | 1.00 | File Size | 1.79 mb | Player Count | 2-4 | Map Description | I try to make a 1on1 here but I try it with 4 player and it seem good to me ..IMO.! | Review Rating | 6 | User Rating | 6 | Overall Rating | 6 |
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| | | Review |
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DM-Ozealoth (UT99)
A small DM map located in a decaying temple? warehouse? It's a tight little map with some nice enough visuals but doesn't have the magic factor to make you want to play it endlessly.
AWE: 1.5
At first, it looks nice enough. But then the cracks in the gestalt start appearing. The textures are well chosen but insufficient. The surrounding walls only use one texture and although it's aligned just fine, More wall texture variation would have been better in order to better delineate the few sections of the map. There are a few misaligned pillar and wood plank textures as well. The outside sections visible through the windows are a nice touch but the texture matches the far away mountains much too closely. A little bit of a difference between the two would hae accentuated the near/far contrast between the far away mountains and the close-up terrain work. Also, the outside looks almost like a desert whereas the inside implies a more lush/moist environment. Not so good in terms of keeping a theme together. The lighting is a bit bland - both in terms of color and in terms of strength. The brightnesses all kind of wash together which softens too much the contrast between the clear white/blue lighting from the inside fixtures and the more reddish/orange lighting coming from the skybox. The coronas are perhaps a tad on the overdone side but it's so close to being done right that this could be personal preference and not a mapping error. However, one light purports to be a blue flame and although it was a good effort, the flame itself looks more like a piece of blue silk than fire. The architecture is fairly basic. It's nicely constructed but nothing really sticks out as all that inspiring. The pillars are pretty much all different sizes which breaks the continuity and the wooden ramps/bridges should have been distributed a little more around the map to hold the theme together more. The de rigeur floor blocks and associated holes look good although they did snag me slightly from time to time when playing. In general it's not a bad looking map. But there errors in theme continuity add up to make it not look as good as it could.
BUILD: 2.5
There were no noticeable HOMs or badly aligned BSP work. It all held together well. There were no lifts or jumppads so there's nothing to comment on there. However the sound was close to exceptional. Not only are there general ambient sounds, there are also locational sounds near the windows. This is definately a step in the right direction in terms of sound. However, I still found them a little lacking in variation although, in a map this size, that would be somewhat difficult to pull off. One sound I thought was missing was triggered wood sounds on the wood bridges/ramps. If they were there, then their volume settings need adjusting. In general the only thing I can complain about in the build is the ambient sounds. A step above most maps in terms of use, a little more variation and hotspots are needed.
CAST: 2.0
Billed as a 2 - 4 player count this is really more of a 1-on-1 map. Adding two bots in I found to be a little too much as there was no where to retreat to to catch my breath. The map has some good z-axis, most of it being prerimeter z with the wood bridges/ramps being overlying z-axis. The weapon layout is fairly good however the number of health vials near and up the wooden bridge/ramp is overkill. These really should have been spread throughout the map more. Also the amount of pickups on the way up the wood and on top of the uppermost level they lead to I found to be too much overall. The map flowed fairly well and I saw the bots using the full map although they tended to concentrate in the central lower area. But they did not do this as much as one would have expected. In general the bots use the map well and aside from the wonky health and ammo pick ups in the center area, there's definately some good gameplay here.
To sum it all up, there are some asthetic problems but the author certainly know his way around the editor and he knows a few things about layout. Better attention to detail re: textures and lighting, some more interesting and consistent architecture, and some work on sound and pickup implementation and this author could produce some high-quality work. A map good for one on one freaks, it's a bit of a miss for the rest of use but it certainly isn't bad.
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| | Map Comments |
| scirmast 04-02-2005 08:27 AM MST | Rating: 6.5 | | Definitely improvevent from your las maps (I also tested Garodian), but there are some things you need to improve on:
1. Improve your detail work. Right now the map is a bit bland. Try Hourences' maps for example. They are full of little details etc. Look for examples there.
2. The map is too small, even for 2 players. It is too easy to dominate here. Make the layout more z-axis oriented. This way the maps will get much more interresting.
3. Optimize a little more. I got a 1700mhz PC with GF 3 Ti 500, and still there are some slowdowns at some points. Try to look for optimization guides from unreal Wiki or places like that.
4. Some of the items are half on the ground. A minor thing, but should be corrected nonetheless.
I see talent in you. I hope you'll take these advices and make top quality maps some day.
| GenMoKai 04-02-2005 10:22 AM MST | Rating: 7 | | hey it looks cool this map, i say its worth a 7, but im bad to give some advice and i got a question for scirmast, can u give me some advice for my map ??
| Lok 05-07-2005 07:07 PM MDT | | Thx for the comments... Optimization!!?... My computer sucks and I never lag or have some slowdown in my map...thats really strange!... Hey thx for the review... I will try it stronger next time lol... Personally , I think thats this map is better than DM-Mobius, but thats you the chief...
Presently , I made another map in this theme, with the same texture packing with more, it will be bigger and more pretty ...
| PizzaMan 04-02-2005 04:37 PM MST | | The layout of this map owns!
But the polys are a bit too high, people complain about low framerate. My comp is not too shitty (P4, 1.3G) and I have big problems with it.
| Defeat 04-02-2005 04:52 PM MST | | >scirmast is right, the level is too open and small. One person can easily dominate this map. Keep going with it and release a second version.
| Monday 04-04-2005 08:11 AM MDT | Rating: 6 | | Reminded me of a normal retail-type UT map, weapons in the right places etc but the ammo/healthpack pickups aren't in-tune with the layout.
Ah yes Axis, is why you got a 6 rating instead of 7
HealthVials,heh lots of them,too many maybe.
That's all that bothered me but is a good frag centre for 1-on-1 playing and I'll keep for a while.
| Manticore 04-10-2005 05:22 AM MDT | Rating: 6 | | A good looking map but lacks gameplay.
| SuperAlgae 04-10-2005 12:19 PM MDT | Rating: 7 | | This is basically an arena map with some hallways/rooms around the edge. The gameplay is about what can be expected for such a map-- basic but effective. The author included some Z-axis to keep things interesting. The visuals are professional looking with consistent, attractive architecture.
| redfist 04-14-2005 01:18 AM MDT | Rating: 4.5 | | Well the DM action is pretty good,but the map looks boring,Just seems like mabye the lighting is all to evenly lit.With all the classic Unreal deco and tiles lifted off the floor etc etc,it just got boring.
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