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CLPMP1 | | Map Info |
| | File Name | clpmp1_1.1.zip | Author | CLP Team | Gametype | UT Other | Date Added | 09-13-2005 | File Version | 2.00 | File Size | 10.46 mb | Player Count | Unknown | Map Description | A community Low-Polys mappack made under the initiative from Cybersirius . it include 9 maps made by various authors :
DM-Radon by niX CTF-Nagaya by Cybersirius DM-Ferbin by niX DM/DOM-mad-mans-arena by Master_Roshi DM-Gaia by Derdak2rot DM-Gracilis by Solar_Implosion DOM-Yakuza by Uncle_Bob DM-Enclosure by Rakiayn
Edit by CyberSirius: It's 100 (Radon),150 (Nagaya,Ferbin and MML) and an average of 150 polys (the rest) polys per view. | Review Rating | -- | User Rating | 8 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| Uncle_Bob 09-12-2005 12:59 PM MDT | | This is a low poly mappack, the poly limit being 200 I think but most maps should be around 150. There are nine maps in total by various authors. The zip needs to be updated with a missing music file that was accidentaly left out. As a result my map DOM-Yakuza wont work unless you already have zan_b.umx.
| Hourences 09-13-2005 04:57 PM MDT | | Edit : all things fixed and changed hf
| cybersirius 11-23-2005 08:26 PM MST | | The CLP team,members: me,niX,Master Roshi,Solar-Implosion,Derdrak2rot and Uncle_Bob
Make the update fast for the new version of the zip (the one with the missing file)
EDIT:the new file is updated
BTW,Hourences,your maps kick asses all over the way,you even make a return of the industrial genre!
EDIT: lol redfist
EDIT: West,Nagaya is one of the first maps added.
Another friggin edit:
Nagaya is blocky.
Why?
Because it was supposed to be 100 polys per view.
This is my most recent map.
| niX 09-12-2005 08:55 PM MDT | | my acount is here :)
| Derdak2rot 09-13-2005 08:46 PM MDT | | good job , guys ! Hurray for Hourences again !!
Edit : i confirm niX have a account , look at CTF-BT-A1BreakoutCB
Redfist : are you sure its the polycount number you wrote ? 2310 for Gaia ?? ( you noted overall polys i think ) for me , its stay under 150 ( maybe 200 if you look closely ) polys per view . redfist : yes , its total poly . but the rule of this pack was to had under 150 poly per view . i dont think the total poly counted at the end . but thx to mention that .
| Rakiayn 09-17-2005 03:47 AM MDT | | ahum..
EDIT: cybersirius you forgot to list my name,I would appreciate to see it in the list if its possible, thanx and good job everybody. and thanx to hourences too,
EDIT: thx hourences
| redfist 09-13-2005 11:57 PM MDT | | Ferbin...............733 ploys Gaia................ 2310 "" Grasilis.............1295 "" Mad Mans Areana......1392 "" Radon................171 "" DOM Mad mans.........1452 "" DOM Yakuza...........921 "" CTF Nagaya...........561 ""
The best one is DOM Yakuza looks good,plays good,it should of been a DM. CTF Nagaya might of had a better edge on playing if the end ramps had a space instaed of filled in,and possibly some of the other ramps. think it would of added some more strategy just from that simple change,but I definitly am not a ctf experts,just my observation.
For some reason Radon felt like I was moving sluggishly,like slower somehow,seems all the zone settings were normal though very wierd,and very dull map,too dark too.
Good map pack,I do believe some servers will take on some maps,it's hard to score so a comment will do,mabye in the range of min of 4.5 to 7 max.
The Gaia author gets the big buzzer for poly count bzzzzzzzzzzzzz.
It's a good blast of some good playing maps,my biggest complaint are the colored lights,seems a tad overdone on them,and or mabye too darkish.
And whats up with these map names hehe and how the hell do you pronounce -Gaia-.
No man, I go by the TOTAL map polys,none of this view stuff,sorry but thats the way I break down a level,you could have 6 to 2000 polys if you went on in-game frustum.
Agh I see those were the guide lines,lol well there is the maps polys then heh,was kinda wondering about that,maps with 150 to 200 poly count total would be a fricking drag making ,at the same time having any looks at all.
Oops one last note,The "map pack" is freindly it's 10 meg but just the right ammount of maps to make it not a chore to see them all and drag files over,unlike ut2004 map packs like 18gig,so yall check em out !.
| SolarImplosion 09-14-2005 05:54 PM MDT | | the amount of polys does not matter. a map can have a couple thousand. it just means its bigger. polys per view is what counts, thats how many of those polys are actually being rendered by your machine. type stat fps in your ut console to view the current poly count in your field of view.
| Arch-E-Tech 09-14-2005 06:06 PM MDT | | Yay, they are nice, but can i see the high poly versions :D Hehehe jk Some of the maps seemed a bit too basic, but the layouts for the most part were decent, there were some nice touches here and there. The pack serves its purpose and there wasn't one map that made my eyes hurt, so good job everyone.
| Mellburn 09-16-2005 07:49 PM MDT | Rating: 9 | | Nice Pak!!!
| West 09-16-2005 09:56 PM MDT | | OK, since I don't play DM or DOM, I'll just comment on the only thing that really interested me in the pack: CTF-Nagaya. I will not submit a rating though, since I haven't played -- and have no intention of playing -- all maps.
I'll begin with the good stuff since that list is by far the shortest: I really liked the lighting and the choice of textures. Brought back some fond Unreal memories, it really did. Unfortunately that was pretty much all this map did for me.
The brushwork is... well, low poly. I know that's the premise behind this map pack but come on... most classic UT maps are also low poly but those manage to look far more interesting. "Low poly" isn't synonymous with "no detail". Aside from the obvious way -- making all brushes very simple -- you can achieve a low polycount by arranging the map cleverly, so that only a few complex brushes are visible at the same time. That's one of the first things I learned about the Unreal Engine and I thought all mappers knew that. Sure, if you want to have large open areas you need to keep the brushes basic. But CTF-Nagaya looks dull even in confined spaces where no other areas of the map are visible (like the corridor with the Keg o' Health).
Gameplay-wise it doesn't really deliver either. While the bots seem to do their job fairly there's no real room for strategy nor any apparent thought behind the layout. The flagrooms are far too big and open; in most cases you'll hardly survive long enough to even catch a glimpse of the flag. Once inside the base you're facing a 200 yard run across a completely open area with the opposing team firing at you from all sides with shock rifles, pulse guns and flak cannons. Yay, great odds.
All in all I guess this map is okay... I mean, it's fully playable, has no bugs and doesn't look horrid (only dull). You can tell that the mapper knows what he's doing. But it doesn't look low poly in a tastful way, it just looks empty and unfinished. As an example of what can be achieved with very few polys this is excellent, but as a CTF map it's quite mediocre. I almost get the feeling that Nagaya is just a token CTF map created and added at the last minute so that the pack would contain all classic gametypes.
| Manticore 02-23-2006 06:36 AM MST | Rating: 7 | | O.k. it's expected that these maps will run well with such a low poly count. The layouts are a bit of a mixed bag for gameplay but, overall, it's well done considering the technical limits that were put on the construction.
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