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DM-VaRuth | | Map Info |
| | File Name | dm-varuth.zip | Author | Cardiologist | Gametype | UT Deathmatch | Date Added | 01-17-2006 | File Version | 1.00 | File Size | 6.12 mb | Player Count | 4-12 | Map Description | A medium-sized DM map set in an ancient temple that was reconstructed as a DM arena.
This is my first proper attempt at making a DM map so the layout may not be that perfect. I just wanted to try out the great Pitores texture set that Hourences made. Any feedback is welcome of course. | Review Rating | -- | User Rating | 7 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| Pomperi 01-17-2006 06:59 AM MST | | The build quality is good, but the gameplay suffers, mostly because of the overscaled layout. There are also lots of dead ends, and routes that could only be accessed in one direction. The bots where pretty cranky too, and got stuck in a couple of places. Details and archi is pretty cool, though im not sure about the theme. Didn't feel like either a temple or a high tech facility. I know these Liandri guys are pretty good at upgrading places to suit deathmatch, but in this case there were no traces left of what they fixed.
For a first DM map, I guess it's pretty fine. I noticed that all your previous work is MH or SP, and it shows in this map. For future DM maps I would advise you to try to include more floorplans and using the z-axis more. Also try to connect the rooms better and make the map more accessable for faster gameplay ;)
| Derdak2rot 01-17-2006 08:19 AM MST | | nice attempt cardi , keep it up for the next :p
| GenMoKai 01-17-2006 08:31 AM MST | | looks interesting
| Cardiologist 01-18-2006 04:33 AM MST | | Thanks for the feedback Pomperi. Indeed the layout wasn't planned all that well. If and when I'm building another DM map I'l pay more attention to layout also. I got a few good tips from Derdak so perhaps my next (possible) release will be better regarding gameplay.
| Hourences 01-18-2006 02:11 PM MST | | I agree on the floorplan, didnt really flow well and was too big and the swimmable water was too much for DM. Too slow for the gameplay. Texture usage was nice. I think theres a bit too much ambient lighting and at some spots you made really nice architecture, complex too, while on other spots you got very simple cubic corridors and rooms. Why the difference ? If you would manage to do an entire map with the architecture you got in some spots itll be a lot better already Large empty and flat ceilings should be prevented for example
| Idren 01-19-2006 03:40 PM MST | Rating: 7 | | I liked it. It gets a nice 7 from me!
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