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DM-Centurion 
Map Info


 
File Namedm-centurion.zip
AuthorDark ED
GametypeUT Deathmatch
Date Added03-20-2006
File Version1.00
File Size2.57 mb
Player Count2 - 10
Map DescriptionThis is without a doubt my best map yet. It's a futuristic mining/refinery complex that has a backstory so-to-speak:

"They call it the acidic facility for a reason."

Liandri built the sprawling complex and used it as a refinery for their most profitable mined resources. When it was built the complex was state-of-the-art, however, the complex eventually became obsolete, so Liandri retro-fitted it into a vault for some of its more valuable artifacts. The pollution that spewed out of the facility when it was still active degraded the atmosphere over time, and soon the whole planet became engulfed in torrential acid storms. The artifacts inside the vault quickly degraded from the high acid content in the atmosphere, save for one last rusted statue (which you see in the first screenshot :D) The water reservoir has since become a pool of pure acid, and there is also a volatile smelting pot that remains (which Liandri converted into a trap.)

Since then Liandri has sealed off the larger parts of the complex and they began using one small unsealed area for tournament matches.

Info for the player - play the map in OpenGL with the S3TC textures if you can people. It states that in the readme, and I didn't lie :D - this map was built from the first room to take advantage of OpenGL and S3TC.
Review Rating --
User Rating5.5
Overall Rating --



 
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Map Comments


jordi
03-20-2006 04:18 PM MST
 
[Admin: You're comment and score were removed because you are a fagtard]

a_z
03-23-2006 04:50 PM MST
Rating: 7 
quite solid, but make a colison for the statue, holograms arent solid, UR LURING PPL TO A REDEEMER AFTER WICH THEY SEE THE SOIL OF YOUR PLANET[omfg, black with white dots. strange planet] a keg and deemer wich i just mentioned in moments grab, u got ur bsp/lighting/atmosphere good, but the traps aint funny and these buggies aint that cool either. i want a ][ ^^

edit: well, traps are fine, as long as theyr avragely obvious. if god opens up the floor below u thats weird. the reactor is obvious, its good u made it kill u. i hate "cold fire" fire with no damage instignator in the area, like i did in my first map

ill go looking for bugs then

ok i got: the edges of the lave pool should be something solid, not lava textured.
1 spawn is SERIOUSLY misplaced, the 1 near the amp at the acidic bath. u grab the amp u grab the belt. a tinker bit to close :the trigger colison at the fusion core doesnt lign up with the deathtrigger, i triggered the msg but did not die. try matching it up with radii view from top perspective all i got for now

redfist
03-25-2006 11:01 AM MST
Rating: 4 
Looks to me you took several chunks of maps and other things from unreal and UT and fused them together with tubes.
Not such a bad map, but the lighting is a tadd to colorfull.
The slime pool needs a drain or somthing so it doesn't look so blan square box under water-slime.
Redoing the lighting to a more realisticness I think would help more than other things.

ADD
Well the color light ,it's better to ,goto, a colored light than having all over the place,
Like use color at the enterance and exit of the tube hallways and have the middle area less color.
And mabye you don't see it this way, but the slime green room reminds me of deck16, the room with the beam red vertical reminds me of fractal,the room with the laser big gun looks like the start of that DOM ocean level in UT.
Another one has pillars around reminds me of morbius,it's just wierd,you subconciuosly did it then LoL.

ADD
I forgot, but you can get above the map from play area=bad bad bad.use a "blockall".
ADD
NO, I agree unreal is nice to not have realistic stuff, but I mean to tone down what you have and still have a lot of color.
I use open GL, but without question it's not my renderer,monitor, nothing like that at all.

Dark ED
03-24-2006 11:17 PM MST
 
To a_z: Yes, I see what you are saying about the holograph and the statue, and I'll get working on that, if you found any more bugs please specify so I can fix them and re-upload? Also, I thought the traps were a good thing, it varied the gameplay, and made the player think a little. Honestly, you're the first person who told me they didn't like the traps, thanks for being honest :D Is there any way I could've made them better for next time? Oh yeah and, the redeemer spot is textured that way for a reason. It's not supposed to look like anything is there, but I do understand where you are coming from, and I think I'll change it.

To redfist: I don't understand why every time somebody tries to follow the Unreal universe 'theme' they are stealing architecture/content. What map have you seen where they used the same reactor I did? All the architecture was built in UnrealEd and the 2D shape editor by me, I didn't copy anything from anywhere, I never have and I never will. I'm sorry if you think that architecture was easy, believe me, it wasnt. Also, there IS a drain and a few other things in the slime pool that ya missed, but I forgive you for that :D Finally, it is colorful but it was supposed to be that way from the start, and in my opinion, it looks good. I'm sick of playing cubemaps with white lights and nothing else, and everyone else is too. UT isn't supposed to be 'realistic' :D It's called Unreal for a reason.

Just my opinion, please don't take it too seriously :D

EDIT:

a_z: Okay, I'll look into the bugs. The reason the lava pool is textured that way is, I wanted to give a 'molten metal' look - a lava pool isn't going to have brick/metal walls, just what I thought :D But I'll see if I can find a more appropriate texture.

redfist: It's not a laser gun, it's a generator, and it's supposed to be big. That's why it's 'rounded.' If it was small it wouldn't fit the 'futuristic complex' theme. One more thing, it makes a 'generator' sound :D The 'laser' you are thinking about is the electrical stream (I think.) The color - I'll say again, it's called Unreal. If you want realism in the color, try CS or Infiltration. I still think the color looks good. If you play using a 3D renderer, it looks good. Try turning the brightness up a notch, I think you may have it too low. Software rendering looks a little 'colored' maybe, but that's because it's software rendering and it does lighting slightly differently than D3D or OGL, nothing I can do about that. Also, you can jump into the ceilings in some places, I'm going to fix that for version 2. Finally, the acid room doesn't look like Deck16 at all to me - Deck16 doesn't have platforms above it like in my map. Plus, how else am I supposed to do an acid room?



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