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DM-Evil Monastary 
Map Info


 
File Namedm-evil_monastary.zip
Authora_z
GametypeUT Deathmatch
Date Added03-14-2006
File Version1.00
File Size4.61 mb
Player Count3-6
Map Descriptiona sacrificing ceremony in wich all monks are watching the sacrifice of the nali on the alter. however the monks turned into stone, but they still have something to say to you, providing you are patient enough to listen
Review Rating --
User Rating6.5
Overall Rating --

 
Review


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Map Comments


a_z
03-17-2006 11:39 AM MST
 
trying to figure screenies. it says wrong file type

its under 256, under 150k and i tried .gif .bmp and .jpeg

updater: got it working

i need some feedback now :)


@foamy
most of what u say is true im afraid, the tunnel looks terrible, roof is misaligned[digs a very deep hole and goes shaming] but what you mean by "my maps"? there is no author listed on your name

and the point WAS screaming statues, not wispering.

@hawkwind
thnxfor the feedback. looking back, well yah, i screwed some things over, misaligned some textures screwed the tunnel IMO and yeh, the shock room does have the dead end effect. ow and a call to the world: USE SOUNDS

pseudosafari
03-14-2006 04:52 PM MST
 
See the screenshot code of conduct page before uploading, it's got some guidelines. If you don't have it in a resolution below 256x256 the screenshot won't upload.

[KFH]FoamyGal
03-16-2006 06:23 PM MST
Rating: 6.5 
A_Z asked me to download and comment his map for my opinion.

I found things that I would not have done in my own maps, but only one bug (The HOM you already mentioned)

1. Level: "Untitled". There is no Mylevel package in this map. o_O
2. Abandoned: Temple is thought to be abandoned, why do lights burn then and a living Nali hang there. Same with the pinkish lantern lying on the floor fully lit. There is no visible place where it could*ve been attached to (and fallen down), 3rd the lamp would light up (in fire) when lying this way assuming it is used with a flame and not a battery inside.
3. Hogs: Don't use deco actors stapled. If you shoot the lower the upper hogs will float in air.
4. Cellar Pillars : The passage is way too narrow for pillars this vast. They are supposed to carry the building but it*s narrow like Quake*s necropolis.
5. Ambient sounds: Nice idea w/ the monks whispering. But turn the sound down, they are shouting.
THe water dripping can be heard in the gathering room of the monks. The descension should*ve been sealed with a (mover) trapdoor.
6. Plants: The type of water plants on the ceiling are unrealistic *cause plants that grow on ceilings would hang down, not enfold. The deco section has better type of plants tho not as nice to look at. Also, I'd (personally) use less plants or if it shall stay looking bewildered - less "big" ones. They are in sight, more annoying than useful. Also decrease the sky panning speed.
7. The hole that leads in the wall up is the only real crap. You cut other holes realistically but here it's just a pipe down. It got no alignment. In my maps I mostly spend as long as it takes to shove every side of a cylinder sideways to deteriorate into each other on columns or I don*t use cylinders at all. But most ppl don*t go that far due to lazyness, don't, it's worth the time. Same with your stairs, all show the same pattern. Mark every single stair and move the texture 4directional until no identical textures have same positions, then stairs look awesome. Takes just 8 min for aligning a 16 steps staircase.
8. Details: Lacks in detail where most people don*t look close. Turkise (eye like) pillar lights all have no proper aligned sides. The bricks in the altar room arent aligned either. Many things from the 2DEditor you can*t fix with wall alignment, sometimes you gotta move textures manually no matter how time consuming, even scale them. The saints on the pillars look distorted btw (in scale) thats barely ok but the saints hanging heads down from the ceiling counterside would not please Shane Caudle. Don*t let the head hang down with all these flaws. If you look up you*ll notice the cellar's ceiling is not aligned.
9. Weapons lay intiny places: Set rotation rate 0 and they will not rotate thru ammo nearby. Never looks good that way.
10. THe Nali on the altar which is a sacrifice is smaller than the ones (living) on the crosses which is irritating.
11. Over the crosses are glass domes as windows but due to the perspective you mistake them with flat windows. Instead of these, I*dve done a hollow-true cylinder frame for the glass to fit in. A window subtracted in naked ceiling texture ain*t looking any decorative. Sometimes less is more.
12. Last to say, a rule says not to use spaces in Map(File)Names (and btw it*s called "Monastery")

As said (the rating proves) these flaws are all my personal preference and it*s not a product of bad mapping but a solid construction which could use a ][ follow-up to get rid of flaws that are not geometry related. Thats my opinion as a a mapper. Keep doing, give more love into details if you want to breath life in your place.

[KFH]Foamygal

@A_Z. I misunderstood the statues' concept then (np :)). I*m sorry its true I*m having no maps here (last thing that I*ll ever do is put a single kilobyte of UNR here again) - but find them tagged [KFH] on lots of servers worldwide.

hawkwind
03-17-2006 11:23 AM MST
Rating: 6 
i wish more people would include good sound effects like you have here, really makes a difference. gj!
your texturing and lighting is very good.
you have some very nice karma going on in the upper level.
i would suggest playing this without bots once to find the locations of the weapons. its fine, but very frustrating at first since they are tucked away here and there and not obvious while you are trying to stay alive.
the shock room has that "dead end" feel, one way in , one way out. there are way too many narrow, right angle hallways. that really limits the playabilty. try connecting rooms side-by-side with archways or with open areas with cover and maybe a pickup or 2 (kind of like your vegitation area)
a really beautiful level.
i say it again, GJ!

Ve//DeTTa
03-17-2006 06:35 PM MST
 
I have spent unbelievable amounts of time aligning textures. I'm just totally anal about it and sometimes i still miss something. It is worth the time becuz it makes the map look more real. as soon as you see a misaligned texture the matrix falls apart and you wake up in your little gooey coffin with a computers wiring harness stuck in the back of your head.

Rakiayn
03-18-2006 07:12 AM MST
Rating: 6 
not al that bad, I like the theme

SCRIPT10000
03-18-2006 05:25 PM MST
Rating: 7.5 
Nice map.

{SpY}Infallible
04-22-2006 09:47 PM MDT
Rating: 6 
Keep working on it, its better than your other map.



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