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AS-Cargo | | Map Info |
| | File Name | as-cargo.zip | Author | ctph | Gametype | UT Assault | Date Added | 07-10-2005 | File Version | 2.00 | File Size | 2.18 mb | Player Count | 10-16 | Map Description | None | Review Rating | -- | User Rating | 6 | 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 |
| GenMoKai 07-10-2005 05:20 AM MDT | | ahhhhhhhhh a new assault map i like it
| Jebidiah 07-10-2005 09:36 PM MDT | Rating: 5 | | Assault... Rare to find a well done, custom assault. This is an interesting gametype choice for a first map, but the ambition is good.
What we get here is a visually underwhelming construction, but one with a cool theme, at least. Space pirates... gotta love 'em! The biggest problem with the visuals is the washed out lighting, which steals atmosphere from any map. More details in texture, trim, and architecture would be nice also. That's ok, for a first map, everything is well above expectation! I'm sure the author will keep learning and improving. By the way, those opening doors are quite cool, but some identical doors don't open, so I bumped my digital nose a lot.
Unfortunately, gameplay here did very little for me. After you board the enemy ship through a cool glass tube, you can either pointlessly wander an enormous cargo bay, or get lost in some repetitive halls trying to pull switches. Teleporters will flick you around and confuse you more. Room for improvement there. Also, the tall room with with the stairs seemed a lot like a hotel to me, not a spaceship, and all the near-invisible glass kept snagging me up. The bridge is better done, in my opinion, and looks and feels a bit nicer than the rest. Only problem there was the huge dish-chairs (I assume that's what those were). They're a kinda large, unless the crew has been packing down twinkies... but more importantly, they were invisible or HOM from some viewpoints, those sphere-ish shapes don't work to well with BSP. Bots did pretty well though, so good job with that.
I hope that the author sticks with AS, since we really need more mappers for this genre. Just come up with a less confined, more understandable layout, work on your visuals some, and I think you will be on to something great!
| ctph 07-11-2005 05:11 AM MDT | | Thanks for your constructive comments. I love mapping for assault, because you have a bit more freedom in terms of map design, and there is a slight storytelling element which is always enjoyable to come up with (very slight in this case!). I'm definitely going to try and create a few more maps. I'm glad to see the demand is here because I'm basically 5 years late! However UT99 is such a good game I'm not going to abandon it yet. Mapping for 2k3 and 2k4 sounds scary because it seems you have to rely a lot more on static meshes...
Just a note on the doors, some are intentionally locked (for decorative purposes so you don't get distracted in side rooms) and some only open for the defenders. I probably should have differentiated between locked and unlocked doors, e.g. with a different texture.
| GTD-Carthage 07-11-2005 05:48 PM MDT | Rating: 7 | | Well, the concept of in being Assault is quite genuine. It has more targets at once than ordinary like the pre-made assault map underwater. It's cool but details lack in the interiors and the curvy-corridors area seem to have some mis-aligned brushes, if those aren't mis-aligned, it's just that the trim so vaguely. But over-all, pretty nice.
What made my drop my jaw was the hugeness of the whole ship! It really looks like one of them Space lots-o-box-in-back tug ships! Especially when the living area explodes in the ending! That was really 1337.
Keep making more!
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