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DM-1on1-Spirillum 
Map Info


 
File Namedm-1on1-spirillum.zip
AuthorVe/\/DeTTa
GametypeUT Deathmatch
Date Added10-11-2005
File Version1.00
File Size1.44 mb
Player Count2-6
Map DescriptionSpirillum is an open, multi level map dominated by 4 large spiral staircases that
peak at 2 opposing sniper decks. Set in a "castle keep", there are 2 jails that u
can get locked up in if u dont get out quick enough. Bots skilled and lower will
tend to get stuck more as they cannot run as quick as human players. adept bots
do quite well. Bots tend to like camping in the water under the bridge, they wont stay there forever, tho. Did u just see a shooting star? Polycount reaches 600 in some areas, so if your machine is older than 800mhz or vid card is less than 32meg you will notice frame rates drop considerably. Custom textures by Hourences(imported to MyLevel) and a custom sound track included.
also need richrig.utx from bonus pack 4
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Review


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Map Comments


redfist
10-12-2005 01:59 AM MDT
 
NEW comment...

The screenshots are nice and bright and the windows look good,in game the windows are dark ,but the lighting is kinda plane and purple or somthing wich makes me feel it's to evenly lit and a little dark.

This is a little hard to see but standing by the flak i caught a heafty HOM accros the map in the sky by the edge as well as one of the hall enterances to the jail
standing afar.Speaking of I don't really understand the jails,it's a DM so I think there should be a switch on the inside as well.

I can walk through the tree deco,I dont know if you planed it that way,i stand there in the tree and jump and hit my head,so the collision is right above head height.
One larger problem I can get outside the map fairly easy a couple of ways,but one is the windows,you can go right through them,the other is just jumpboots and mabye using the hammer at the same time,but once over you got to kill yourself,just like the jails.

It's really not too bad but sort of too big and open,and the main thing for gameplay is the railing up top and the stairs.
The stairs and the width really block your view as does the railing up top on the sniper decks.

I wont post a score and this time (not my gaming style)don't get mad,but i would post a 4,(mainly the lighting for looks) but i hate to do it but a 3.5 because getting outside the map is not a good thing.
Several of your other maps are better than this ,but keep them comming.

Ve//DeTTa
10-12-2005 03:10 PM MDT
 
well thanks for taking the time to look at the map redfist. I tried several times to get rid of the HOM's. I was hoping it wouldnt be to dark, even tho its supposed to be night time. the jails wouldnt be jails if there was a way to open them from inside. if you get caught there it makes u an easy target, the price you pay for going for the pick ups:)

Edit:Pomperi thanks for commenting. I reduced scale glow on all but the lower lights., and yes the framerates drop on my old system as well. The map is aimed at snipers who also like fragging. the textures on the stairs: the wall pan doesnt seem to work on that many small poly's and once i tried aligning them manually, it just never seemed to look right, so i went with the lesser of two evils. got any ideas on that?

Pomperi
10-12-2005 02:47 PM MDT
 
Played the map, and I must say it's a pretty nice map,
just a bit too chewy for my pre-war tech computer to
handle ;). There are some things I would like to point out though:
- There were some awful texture alignments on the
curved stairs. It needs to be align all the way around to look round.
- The palmtrees had evil black stuff around the
branches. This could be fixed by setting them
to Display>Style>STL_Masked in the propeties.
- The lightboxes on the lower floor looks like crazy
popcicles, and would looks better if you lowered the Display>ScaleGlow.
Other then that, I'ld say it's a nice arena style map
with some nice architecture in places.
Can't comment gameplay because of my old computer.



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