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DM-1on1-Vice 
Map Info


 
File Namedm-1on1-vice.zip
AuthorApHeXx
GametypeUT Deathmatch
Date Added09-08-2005
File Version1.00
File Size2.55 mb
Player Count2-6
Map DescriptionSmall 1on1 Deathmatch area.

Credits:
Hourences for making the texturepackages >> http://www.hourences.com/
Berneyboy for making the photorealisic textures >> http://www.planetquake.com/berneyboy/textures.htm

Also Credits to:
SixtSense and SPQR for Betatesting & some ideas

*BonusPack 4 or just the SGTech1.utx and richrig.utx files are needed for this map*
Review Rating5
User Rating7
Overall Rating6.0



 
Review


ReviewerArcadiaVincennesAwe Score: 1.5/3
Date12-27-2005Build Score: 1.5/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 6.0/10

DM-1on1-Vice (UT99)

A fairly open little industrial map that has a modicum of gameplay to offer and some somewhat standard visuals. A less rusty, more newish arena is the location with some rather useless special features.

AWE: 1.5

The texturing is somewhat haphazard here. There are a fair number of misalignments and some glaring lack of trim from time to time. The textures are well chosen with a few exceptions and seem to be applied somewhat randomly. Considering there are few consistent forms throughout the map, the apparent 'randomness' of the texture applications is somewhat justified, but all the same, a little off-putting.
On the other hand, the lighting is better, but not without its faults. There’s a bit of nice shadow work spotted through the map, and the colors chosen work well the texture palette. Perhaps a bit of an over-reliance on seemingly white lights, these could have been saturated a bit more in order to play with the textures better. There are a few places that are overbright and the lower passages are on the border of seeming ‘ambient lit’.
The architecture is, like the textures, somewhat random. There are some nice pieces, like the curved stairs and the overarching ceiling above it, but these nice parts are fewer than the ‘average’ parts. Also many of the pieces are not consistent through the map – like the doorways. They don’t all need to be the same – variation within consistency – but some of the doorways, for example, are nicely set, and yet others aren’t even trimmed completely.
In general, a nice start to a map, but lack of consistency in textures and architecture, combined with some wonky lighting bring the score down. Not a bad job visually, just not that great either.

BUILD: 1.5

The BSP work is nicely accomplished, but much more of it should have been aligned to the grid. As it is I didn’t see any HOMs, however. The movers and triggers worked well and were a nice touch. The pressure zone worked just as it should. On the other hand, the ambient sound use was desultory without flair. A few locational sounds, the sounds on the movers and whatnot, and the pressure sound, and, well, nothing really. Some general large-area ambient sounds combined with some triggered sounds would have rounded out the aural landscape nicely. Another problem was the botpathing. The author needs to read up on botpathing a bit more. Pathnodes were placed way to close together and also placed over pickups. Healthvials and playerstarts are part of the pathing network and do not need apples cluttering them up. Also, the author pathed routes to the redeemer, but not to the boots of jumping, nor to the supershield. Finally, a few of the playerstarts were placed in somewhat awkward locations, and should have been moved back out of the center of the routes. Finally, the map is zoned, but could have used a few more.
In general, the author’s build is adequate. Not all the finishing touches are present, and botpathing really needs some more study, but there are some more ‘advanced’ techniques present that work fine.

CAST: 2.0

The first oddness is that the author placed an xloc pickup in the map next to the redeemer. There is no need for the xloc, when one could hammer-jump to the redeemer (and boots of jumping, and shield belt). The second oddness is that the author pathed a route to the redeemer, but not to the other two items mentioned. So bots will never get the shield belt, nor the boots, although they will stop near the boots and look at the crate beneath it yearning for the boots. Which makes them a very easy target. I also never saw them try to get the redeemer. So all the map’s pickups, apart from the 100A and damage amp, are the players’ for the picking. Also, as is normally the problem with kickers, the bots don’t use it like a human does so although it does service gameplay for humans, not so with bots. It’s also kind of in an awkward location, although something was certainly needed in that area.
The map does flow, although you’ll be spending the majority of your time in the exterior area, rather than in the surrounding corridor. The downside of this, is that hitscan will rule the arena. There’s little reason to use the surrounding lower corridor other than to hide from someone good at hitscan, or to use a lift up to the surrounding play area.
As for item placement, I would have liked the flak placed where a little more risk of splash damage could be offered. The rocket launcher was placed well, as was the shock rifle, although it was a bit domineering in that locale. The sniper rifle could have been placed down in the corridor to make it just a touch harder for those good at it to put it to good use, instead of putting it directly over the main control area of the map and so close to the shield belt. The shield belt, incidently was well-placed, although inaccessible to bots. The 100A could have been moved a bit further away from the shield belt to give the other opponent a bit more of a chance against a sniper with the shield belt. The damage amp was placed in the pressure room, triggered by shootspots, on inside the corridors, and one in the central area. I’m iffy on this in a 1on1 map, on the one hand, it’s certainly a good risk/reward system, but I’m not sure how well it works for 1on1. The minigun and the pulse were a little too close too each other, and the green base for the pulse was a nice touch, but none of the other weapons had such a base so it was rather inconsistent and unnecessary. The mini could have been much better in the redeemer alcove, and the flak cannon down where the mini is.
Lastly, the security terminals, although they worked well, were largely useless. First, the minigun is too close so if you’re not carefull, you’ll pick it up, and then suddenly your view will switch to the camera. If this happen in the heat of a battle, it could give the frag to your opponent. Second, there are no triggered sounds to use as an indicated that your opponent is coming down the corridor. So while you watch the exterior, he could be standing right behind you. It’s a nice feature, but not recommended in this map.
Despite the borked placement issues, there’s some interesting z-axis and layout and therefore some fun to be had. The layout, although it has its deficiencies, does offer an interesting game.

The author has certainly started delving deeper into the editor, but still needs to brush up on item placement, overall visuals, certainly botpathing, and sounds. But the rudiments of a decent layout are there and you can have some fun on the map. Maybe one to download and try on a rainy afternoon, but it won’t stick around on your hard drive.



 
Map Comments


GenMoKai
09-08-2005 04:46 PM MDT
 
downloading... comment soon

JuggaloKyle
09-08-2005 10:10 PM MDT
Rating: 6.5 
its a pretty nice map. the visuals were decent. the layout was alright, but the map seemed abit too over scaled.

ApHeXx
09-19-2005 08:21 AM MDT
 
@JuggaloKyle:
Thanks for the comment. Ok you're right m8: its a little bit overscaled, but it played well with 6 players online. I wont make it to cramped.You can easly dodge around and use the trap for your gameplay.

@GenMoKai:
Thanks for downloading. Still wait for your comment and rating :o)

@Pomperi:
Thanks for the comment and the rating!
You're right my maps are mostly overseen, i try to put my skill in my maps and always try to learn new things to improve my maps..

@Arch-E-Tech:
Thanks :) , and no my 'mapping breakthrough' was in this map http://nalicity.beyondunreal.com/map_hub.php?mid=8269

@IndySkyz:
Thanks for rating and commenting my map :o)

@NC:
I would like to see some more comments and ratings.
Thanks

Pomperi
09-13-2005 03:46 PM MDT
Rating: 7 
Ah, this is the kind of map that normally passes by unseen
while n00b-maps and the über-leet maps gets all the attention.
This map is sweet, yet average enough not to get much attention.
Layout was good, and the gameplay seemed to run really well.
It even had liftjumps (thumbs up for that).
I must also say that this is more than a 1on1.
It works well with more players as well.
Details were decent too. Nothing particulary out of the
ordinary, but still enough to please your eyes for a while.
The lighting was also decent, in most places.
Some places had greenings, which looked pretty nasty.

Overall; nice map, definately worth the download ;)

Arch-E-Tech
09-14-2005 06:01 PM MDT
Rating: 7.5 
yeah i agree, its very nice, parts of it look exceptionally good, others look average. gameplay was fine, kinda feels like you were making some mapping breakthroughs when you did this.
Awe:2
Build:2.5
Cast:2
User Point:1
Overall Score:7.5

IndySkyz
09-15-2005 10:43 AM MDT
Rating: 8 
This is a nice map, maybe alittle over power-uped and too big for 1on1 but still playable, not super fond of the green glow on plasma pick up, the arena cams are cool tho, and over-all the map looks and plays good.

redfist
09-19-2005 03:15 PM MDT
Rating: 7 
Pretty good map,
the bots seem to be a little dumbish somehow,they stand here and there ,Can't exactly say,they do get around though.
Seems they hang out by the Rocket launcher.

Nice map for online,the spiral stairs you did just right,not to tall,not too low.
The security camera is cool,I never tackled that yet in ued.

Also map has style,mabye a tad brighter,otherwise seems good to me.

Cyrss's Female Dog
01-31-2006 12:27 PM MST
Rating: 6.5 
Nice,I agree very much with Pomperi.

1on1?

The Bots are the only let down..they run to a weapon,stand there shooting,no strafing...and for fun,I suppose,use the jump pad like a bouncy castle.

Some areas I didn't see right away,where the Ripper is for instance (no Bots used the Ripper).

The crate that opened was a good thought.

I think you you should make larger version.


 
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