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DM-Itzlcoatl | | Map Info |
| | File Name | dm-itzlcoatl.zip | Author | TheLegacy | Gametype | UT2k4 Deathmatch | Date Added | 04-14-2006 | File Version | 1.00 | File Size | 26.95 mb | Player Count | Unknown | Map Description | None | Review Rating | -- | User Rating | 5 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| pseudosafari 04-29-2006 01:50 PM MDT | Rating: 5 | | I liked that you used custom meshes to give the map a bit of uniqueness but the other than those it's visually bland and quite blocky even for a Mayan temple. The gameplay could be fun online, but I didn't want to play another match against bots after 25 minutes of it. They're pathed ok but don't do that well with hitscan weapons and therefore aren't very good in most parts of this map.
I think if I'd played it on a server I'd have enjoyed it more, but the gameplay really isn't hardcore Ut2k4 so the bots aren't the greatest of opponents.
EDIT: For the exterior you might be able to use planters along the "steps"(sides) of the temple just to break the surfaces up. Also some trim (doesn't have to be too contrasting maybe 3-10 points of photoshop brightness darker or lighter) on the upper part of each temple step wouldn't go amiss. Maybe consider clipping or vetex editing the brushes you used to subtract for the temple rooms and corridors so it's not as obvious that they're subtracted cubes made in an editor and looks more like a real temple. As a rule if you slant the top edges inwards on a slight angle it'll give a sense of space inside and look pretty good with trim. Pillars and columns at regular intervals that are big enough in any given room not to stand out as repeated meshes will break up the flat surfaces too. Can always use cube subtractions with a low height to make a stepped roof with little alcoves. Supports and other things that help keep a structure standing can be used to enhance the visuals. Just remember if you're making a nicely detailed room that the areas of wall around player height that can be run into are best made flat (but still architecturally detailed) as possible so you can insert blocking volumes to smooth out gameplay without players being conscious of hitting invisible walls and still being able to time wall dodges etc properly.
Your terrain too could use realistic cliffs, easily done by getting simple antalus or any terrain cliff meshes and reskinning them under the Display properties to a rock texture that matches your terrain. After that you can place them around the rim of your playing area terrain so it looks like a good rock formation.
Hope that helps a little. My opinion at least of a map with good visual quality is one that leaves you feeling you're in an environment rather, than being an OBVIOUS collection of simple geometric subtractions with a surface texture. From your meshes I'd say you've got a bit of skill in that area so creating support pillars etc shouldn't be too much of a challenge. Look forward to your next map
It's probably worth trying to start afresh rather than editing this map to give it better visuals as it's easier to start with good architectural brushes then tidy it up with meshes than trying to fill a massive cube up. Also gives better results.
| TheLegacy 04-29-2006 12:17 PM MDT | | Thanks for the comments Safari, Is there any advice you could give to maybe fix the blockyness of the map?
As far as the bots go, they were really a last minute thing, It was the first time i ever set up the pathnodes.
Thanks.
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