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DM-Meatpit | | Map Info |
| | File Name | dm-meatpit.zip | Author | Unknown - None Given | Gametype | UT Deathmatch | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 926 kb | Player Count | 2-10 | Map Description | None | Review Rating | 4.5 | User Rating | 6 | Overall Rating | 5.5 |
| NC2 map imported without screenshot. |  | | Review |
| Reviewer | AMmayhem | Awe Score: | 1.5/3 | Date | 12-11-2003 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 5.5/10 |
AWE: 1.5 I'll start with texturing, which is to say rather strange and inconsistant. Wide range of textures taken from DecayedS, Starship, and even Crypt2, Ancient, and NaliCast texture packages. Though the map doesn't look as horrible as it may sound, they were used fairly well, and the modern textures are what's mostly seen in battle, plus I didn't see many texture mis-alignments.
Architecture is a little above average of the generic mapper, nothing really outstanding, but plenty of varying geometry and pillars to mix things up a little. There are some doorways that have uncommon polygon shapes to them, and there are some good corner supports and such; but still nothing that will make you really stop and look at.
Looking around the map, you'll notice more green lighting than most other maps. It isn't executed the best, but green is just a color mappers don't use, I don't know why... Anyways, lighting isn't all that good, except for a few good light panels with good saturation, color, and coronas. The other light sources aren't lit up correctly, and the radii (radiuses?) are too large and conflict with the other lights. Other areas are too dark, even though they contain light textures.
BUILD: 1.5 Barely any ambient sounds, just an alarm and some gurgling slime, so it really lacks some energy. Rooms are zoned off, and I noticed one HOM, but it wasn't in a direct line of site. Brush-work isn't very strong because of the cubic geometry, with some odd shaped doorframes to have some different looks. Movers are a bit slow, which for two of them isn't bad because they block some inventory.
CAST: 1.5 Botplay is fairly reasonable, there are a few areas the bots don't tend to be all that often, which is near the flak cannon and the surrounding upper level. Aside from that, they navigate the map without any problems. Gameplay itself has a steady pace to it, nothing too furious as the large fighting takes place in the two large rooms (screenies 1 & 5).
Item placement is great, nothing too difficult to reach for immediate battle satisfaction. Great amount of health as well, might be on the line of too much, but only by maybe one med box or so. Flow isn't the smoothest, there are usually 2-3 options for routes in any give room, but they're not a quick fast way out. Not to say they are difficult to reach or use, more out of the way.
SCORE: 4.5 Not too bad for layout, flow needs slight adjustments. A fair map that could hold potential for something better, but still I don't think it could ever be ownage. |
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| | Map Comments |
| PacAnusMaxus 12-12-2003 05:49 AM MST | Rating: 7 | | Thanks for the review. I think You didn't notice the Healpod beacause You didn't say anything about it. It's our first map and it's over 3 years old so we didn't expect musch of it but any additional comment will be most helpful :) --------------------------------------------------- A review is currently available at the Nucleus http://dynamic2.gamespy.com/~nucleus/reviews.php?action=viewrev&id=101 And we are still waiting for a review at Nalicity :) As we can't rate our own map we give it the same rating as it got on the Nucleus :/
| AMmayhem 12-12-2003 04:25 PM MST | Rating: 5 | | Whoops, I knew about the heal pod, forgot about it. Although it is in a lesser traveled part of the map, may have been better in a place with more battles, and making it more difficult to get full health.
| Taydawg 12-13-2003 08:38 PM MST | Rating: 5 | | hm.
| Erika 12-23-2003 03:40 AM MST | Rating: 5 | | Pretty good, feels like Liandri Central Core, but a little funkier.
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