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DM-Lost Catacomb 
Map Info


 
File Namedm-lost_catacomb.zip
AuthorGenMoKai
GametypeUT Deathmatch
Date Added04-03-2005
File Version1.00
File Size4.11 mb
Player Count6-12
Map Descriptionin 1388 was a lost catacomb where the souls and bodies rest in peace,
was but in 1888, the tomb were found by grave robbers and tried to steal
jewels and gold from the bodies.
the souls doesnt appreciate that, with their strength and phycical powers
the rover were trown into a bottomless pit and for always banished
in 2339 the was discoverd again by a archaeologist called GenMoKai, but he
stolen nothing.
then the archaeologist discoverd the souls and he called a necromancer on his
side to talk with them
the archaeologist wanted use this spot for the Unreal Tournemant
He would make new tomb for their
souls agreed
nowadays the tombe is only used for Unreal Tournament matches and members
The grave robbers were never been found again, but some people said
you can hear the robbers scream
Review Rating4.5
User Rating7.5
Overall Rating5.5



 
Review


ReviewerArcadiaVincennesAwe Score: 1.5/3
Date05-07-2005Build Score: 2.0/3
Review SchemaCast Score: 1.0/3
User Point: +1
Overall Score: 5.5/10

DM-Lost_Catacombs (UT99)

An interesting map that could be much better but is an interesting study in theme. Over-sized and under-lit, it’s worth a look for scary fun.

AWE: 1.5

Textureing is done fairly well but you won’t be spending much time appreciating the walls because you’ll be too hard pressed to see where you need to go. The textures are what you’d expect from a catacomb with lots of brown stone and rock. There’s a bit of dressed stonework as well but still, it’s difficult to see. In general the textures are well chosen and applied but more variation and double-checking alignment would have been appreciated. I must say the cube-mapped blood pool was a nice touch.
The lighting is frankly pretty horrible. Many lights have no sources and almost all of the map is too dark. For most of the map all you can see are very basic forms and shapes of the BSP work with the occasional definition from a torch or other light source. However these are few and far between and I eventually resorted to turning up my brightness. Even after I turned my brightness up to full, I still found the map too dim.
The architecture is simplistic and lacking. The only interesting place architecturally was the central area but considering this consists of nicely shaped pillars/supports and the rest is flat floor, flat walkway, and flat ceiling, you can presume that the rest of the map is pretty simplistic. The only other semi-interesting area is a ‘spiral’ staircase which has absolutely no supports for the stairs - pretty unrealistic.
In general, the map is overly simplistic, too dark, and monochromatic. I think the author could have dressed this up a whole lot more.

BUILD: 2.0

The BSP work here is competent. No HOMs and the brush work fits together well. The author created some traps one of which is a trigger, trigger message, and killzone. This was done well and works fine. The big plus and disappointment is the sound. Creepy and annoying at the same time, the sound was good, but overdone. There’s little ambient sound and more general ambient sounds, locational sounds, and triggered sounds would have helped the atmosphere tremendously. However, there are two screams that repeat throughout the map wherever you go. It’s not constant, and the delay time is good overall. But having them constantly running gets to be wearing after a while. A big plus for trying to make something scary that works for the first little while. But a big minus for the repetetiveness.

CAST: 1.0

Unless you turn your brightness up, the map is almost unplayable in most areas due to the darkness. I came across one room I thought was a dead end and it actually had two exits. I was firing rockets at the walls to illuminate them and couldn’t find another way out. I finally turned up my brightness and lo and behold, a second exit. If players can’t see where to go, there is no gameplay. Putting the darkness aside for now, the remainder of the map isn’t that much fun. There are a few long useless hallways simply used for connection purposes. They are quite narrow so anyone with flak will probably win any battle in them. The central area has some decent z-axis but it seems like all the access to the higher level is outside the room. This means that if your opponent is up high and stays up there, you are quite disadvantaged. There’s really only one other area with any z-axis and that’s the corpse shaft. Here the z-axis consists of a ‘spiral’ staircase ascending the walls of the square shaft. When fighting it’s too easy to fall off and the fall can be fairly long.
The weapon layout is okay – nothing too special yet nothing really bad either. The redeemer trap is a nice touch however I’m not so sure a redeemer belongs in such a, generally speaking, cramped map. Also the trap for the armour is fairly good as well but was quite annoying in the darkness. I know a lot of players are against traps in DM maps in general. However the armour one I don’t consider a gameplay killer. As for the redeemer trap, I think some players will like it and some won’t. It doesn’t really kill gameplay because you have to keep moving to stay safe and halting movement is one of the biggest gameplay killers. However, some may not like it just because it exists.
In general, the gameplay just isn’t here. Yes, there’s some z-axis but it’s limiting and the rest of the map is too flat, dark, and cramped to be much fun.

Overall it’s a map that creates some atmosphere but doesn’t approach bringing it to its full potential. The visuals are disappointing, the gameplay is too difficult to want to deal with, and it’s overly simplistic. A good map to check out for thematic ideas, but otherwise it’s a bit of a miss.



 
Map Comments


haarrrryy
04-05-2005 05:51 AM MDT
Rating: 10 
DAMN what an map, its a huge underground catacomb.
I scared myself to death sometimes with your origional traps specialy that redeemer trap, if u are out to late u will get PUMPED up and that SPLAT
they background sound is better then your 1on1 barn.
screaming voices of those ''robbers'' in the boddomless pit ;) and the cold wind that flew over your ears
nice texture but a lot of the same wall textures
further GREAT lighting
The decoration with those corpses hanging on chains is not 100% origional but it looks very cool ;)
i dont feel comfortable with all those corpses hanging everywhere
Ow and for the other people who download this map
WATCHOUT FOR THAT BRIDGE !!!! it will break and fall into a misty pit of 'dead'
only that screenshot when i started this game SUX a bit

I think im gonna be a fan of your map :P

Nytehawk
04-05-2005 04:00 PM MDT
Rating: 5.5 
In 2139 they were going to use it for the Tournament, eh?

I thought the Tournament was established in 2291, in an attempt to control violence among deep space miners? ;)

Besides that, this map just isn't for me. The ideas are there, I just don't enjoy traps in my maps.

The occasional trap in an area of a map that is going to give a player a serious advantage were they to negotiate it is fine. Something akin to DM-Pressure, where if you manage to get out alive, you have a serious advantage via the Damage Amplifier and Shieldbelt.

Overall, not a bad effort. :)

Update: GenMoKai, I think you misunderstood my comment. :)

I wasn't commenting on the Shieldbelt or Damage Amplifier in your level, you can put those wherever you like. :)

I was just saying that, in my opinion, traps only really suit a map when there is a reason to go there and the rewards warrant it. If entering and surviving a trap earns you a reward, great. If it doesn't, people generally try to avoid going near them and they become redundant, only serving to stop the game flowing as well as it could do.

Update 2: Hehe, don't worry about it. ;) As for an idea, something that just popped into my head after I read your question, how about an undersea base manufacturing GES for use in the Tournament. That sorts out a setting as well as a general storyline.

Somebody 'in the know' will probably post a link to a map that is exactly what I've described, emphasising the difficulty in finding new ideas for maps, but give it a go, anyway. :)

GenMoKai
11-09-2005 03:14 PM MST
 
Thnx haaaarrrrryy for your comment and rating
hahaha my 1st FAN from NC your mean that for real ??
i know with the textures and screenshot
but that wall texture in a real catacomb always looked the same
thnx Nytehawk for your comment and rating
I never watched and lissen the intro movie :P that why i didnt know the year of the UT :P (ill will change the map Description for you)
The Damage Amplifer lies on a altar a 'holy' item
and why cant the shieldbelt lies somewhere easy to pickup, or are You so bad if some1 have the belt you CANT kill him
and about the traps that will make maps origonal and harder to pickup some good items
ow srry then for insulting you
now i know what you mean, i though that my map sucks with those traps and secret areas
i feel stupid :(
srry for that, but i got 1 more question, do you know a cool and original idea for a map, im out of ideas ; )
thnx ZBREAKER for your comment and rating
i didnt know the word onorthodox means. ill searched it on the internet, and now i know what it mean LOL
was a catacomb a SP map then ?? i didnt know that
about that screaming that are those grave-robbers who are banished forever of you readed my story :P
i've always got problems with the Pathnodes and lighing :(
but it is about the idea, isnt it
thnx evil snack
i will w8 for your rating and comment
thnx for your comment and rating Dage00
hehe ik wou het orgineel hebben, en heb het een klein beetje van RTCW af gehaald, het middenstuk en 1 kamer met kisten ;). altijd leuk als nederlands op me maps stemmen (hehe ik zou ook wel ffkes op 1 van jouw maps eens 8 geven)
thnx for your comment and rating mozart
i know this map is dark, but catacombs are that :P
but something about the ammo it only lies at the weapon not everywhere :P
thnx for your comment and rating Monday
you are right about the traps :P, that you dont have walk twice into the same trap :P
thnx for your comment W@rdw@rf
its is not a big problem :)
thnx for your comment and rating Sergeant Todd
haha i like dark and screaming maps to, that why i made this 1
thnx for your comment [Raven]
but do you have ever seen a catacomb with LOT of lights and many happy colours ??
the Traps is for defending or attacking use (dm-pressure has also traps and stuff)
i know but every sounds get boring atfer a while :P
and about the jumpboots they can be used at the lowest lvl or in the middle (giant cross area)
thnx for your rating and comment Evil Snack
Maby i will make a CTF-Lost Catacomb, but MH dont work at my PC : (
i CANT install it
but ill will make a CTF
Raven
ill still need a comment from you

ZBREAKER
04-03-2005 06:10 PM MDT
Rating: 7.5 
Nice map! Somewhat unorthodox for standard UT DM. You excel at creating a mood...quite creepy. Have you ever considered SP mapping...I think you would shine at this. As far as DM...pretty cool..nice bot pathing, overall mood/setting and sound usage. However I feel lighting is a sore point. Too much unsourced lighting!
Overall..pretty fun stuff.

Evil Snack
04-06-2005 07:32 PM MDT
Rating: 8.5 
Very Nice! I really like traps (Although they are more suited for CTF). I think that you have some good potential as a mapper Genmokai! Keep it up!

Maybe some CTF while you're at it? :)

I messed up, I meant MonsterMadness!

Sergeant Todd
04-04-2005 09:12 PM MDT
Rating: 8.5 
An empty zip file? Hmmm....

Sergeant Todd

Edit: Now that I've played the map, I like it alot. Wonderful atmosphere and lots of ammo (my kind of map)
Playability is there too. Great job.

Sergeant Todd

Dage00
04-04-2005 02:22 AM MDT
Rating: 8 
coole map
de sfeer is echt goed,eng
de belichting is wat donker maar dat past er goed bij,
de lijken aan de kettingen was cool
net als de grafstenen en dat gegil,

nice map overall,
scaryest map i've ever played
reminds me of a map of 'return to castle wolfenstein'

mozart
04-04-2005 02:38 AM MDT
Rating: 8 
This is a cool map. I can only find a couple of things I don't like.

-It's awful dark. I guess that helps creat the mood but it also causes me to riddle my own carcass with flak.

- I get a little lag but that's almost certainly cause I'm playing on a laptop.

- lot's of ammo laying around, if your playing using volatile ammo that's gonna cost you :0

other than that, this is the most moody map I've played since Gothic. Great atmosphere. I like it a lot. great work.

Monday
04-04-2005 05:13 AM MDT
Rating: 6 
Good point Nytehawk

It was ok,traps are good in maps they make you learn from your mistakes and remember the map..sometimes

6 rating as it fun but slightly basic.

W@rdw@rf
04-04-2005 08:47 AM MDT
 
The map description made my eyes hurt. If a non-native-speaker feels pain reading a text, you should correct it;)

Sorry that I don't have anything to say besides that.

[Raven]
04-05-2005 07:15 AM MDT
 
I've played this map, and I must say, that this map look really cool, but:

- this all traps are annoying (this is Death Match not Single Player)
- it's too dark :) I can't see nothing :)
- this all pain sounds are quite good idea, but when I played map some time, they become boring and anoying.
- where can I use jump boots? :)

Beside that map is really cool.

zerzain
04-05-2005 10:26 AM MDT
Rating: 9 
Hey Dennis (GenMoKai)
it is a great map, good job
here are some positive comments
-Its a nice map for 12+ players
-weapons are right devited
-bot are doing well
-sound are very origional (only inoring)
-cool decoration, with those corpses

Negative comments
-the screamings are each about 10 seconds, make it next time 20 or something
-further i dont know

Greetz Danny (zerzain)

redfist
04-14-2005 01:40 AM MDT
Rating: 4 
Well this level isnt suited for DM,one thing,you can snipe right at a spawn point way down the hallway.
But this level to me seems like you used it to learn the ins and outs of learning things from Unreal,blood drip,etc etc.
You did figure out some stuff there,wich will make you a better mapper in the long run,for any new unreal engine game.
Also I do like traps in maps,but the other guy up there has a good point,especialy for DM,there should be some type of rewarded risk,not just die.
The lloks for me is not too dark,however I run opengl and it isnt vivid enough,like more lighter and more darker textures,and really bright lights with small radius,it just had more a montone lighting.

All in all it's a good learning mapping map,not for dm,you could allways try your hand at singleplayer for this map,look at it as 2 3rds done.It would be pretty good for that too,it would be a great addition to help you totaly figure out botpathing,and many aspects of the unreal engine.

The jumpboots can also make you clear a few of those traps easier,good that you added them actualy.

Freedomshaoray
05-07-2005 06:17 PM MDT
 
hooray redfist , nice score -_- but cheap



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