DM-NeighborhoodDispute is a map by me, Qualthwar. So it gets a 10. Next!! OkayÖ.so I'll give it a real review. Why am I reviewing my own map? Well, because I can, and because I asked that it be reviewed right after I sent it in months ago, but people came and went and nothing happened. Besides, who knows more about the map than me? Yes, here goes the ultimate test of an unbiased opinion.
I began this 'first attempt' map before UT came out. I grew tired of the Unreal 1 game and never finished this project. It always bugged me that it was unfinished, so after I bought UT I finished it in a hurry, and it shows. This 6 to 10-player map was four times larger than it is now. It was going to be a Hatfield and McCoy theme with a nice home on one side of the street and a shack of a home on the other. But the framerates stink, stank, stunk, so I blocked off 75% of the map, made up some lame story in the Readme, and you're left with this. I had big plans for this sucker: A swimming pool with a diving board, doghouse, a shed with a lawnmower and other goodies, a garage etc. But all this had to go. Actually, a lot of things went. I still have the larger version on my HD with the garage and the shack for a home with an outhouse, but you need a PVIII 8,000 to run it.
So you are left with a house that is fairly realistic: It has a working trash compactor, stove fan with a vent to take the fumes outside, top and bottom floors, and windows that break out and come back after a minute so you can break them out again. There is an upstairs and downstairs bathroom, kitchen, living room, three bedrooms, fireplace, dining roomÖ.I mean, it does look like a house inside and out. Outside you have a street that runs past the home, and across the street is a bus stop and a phone booth. Add to that a couple of streetlights, and that's about it. I removed an elevator that went well with its surroundings, (because if BPS errors) and replaced it with ridiculous teleporters.
A lot of the textures were custom made. A couple from the 2001, A Space Odyssey package (thanks to the author) and the rest made by me. The house is brick outside and wood paneling and wallpaper inside. The skybox looks terrible after I made the texture detail for it ultra-low in a vain attempt to speed things up outdoors.
The bots worked so-so. They liked to camp out in the master bedroom when they spawned there, and there were no jumpspots telling them to leap on the roof for the sniper rifle. They also didn't have the brainpower to break out a window and leap outside. The items were okay: not too much of this or that. The shieldbelt is in the middle of the road and in the middle of the action, and the Udamage is on a coffee table. Both of these are somewhat difficult to get while you're in battle. The health keg is in an upstairs closet, and the invisibility is outdoors in a dark corner. Bots go for all this stuff.
The high poly count, large outdoor area, and the bots firing away kill your processor, unless you have at least a 500 Mhz. This makes the map unplayable, as far as I'm concerned. A vain attempt (an experiment gone wrong) at zoning the map probably only made things worse.
The lighting also stinks. The paneling didn't help matters the way it reacted with the lights. The result is a very muddy look in some places. I know how to fix things up now, but it's a waste of time. I didn't add any music and I think the trash compactor is the only thing that makes noise. End of review.
For the author: You jerk!! Get with the program!!