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DM-Rrajigar | | Map Info |
| | File Name | dm-rrajigar.zip | Author | David 'DAVIDM' Münnich | Gametype | UT Deathmatch | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 1008 kb | Player Count | 2-10 | Map Description | None | Review Rating | 6.5 | User Rating | 7.5 | Overall Rating | 7.5 |
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| | | Review |
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DM-Rrajigar (UT)
This is either a truncated version of CTF-Rrajigar, or CTF Rrajigar is an expanded version of this map. A largish map set in the Rrajigar mines on Na Pali, visually it harkens back to the original Unreal. As for gameplay, it satisfies fairly well. I wrote the review for CTF-Rrajigar so much of the review for that map applies here as well.
AWE: 2.0
The ambiance of a large Na Pali mine is unmistakable here. The typical Unreal cave/mine textures are put to good use, minus the wood. The cave theme then moves fairly smoothly into dressed stone walls bordered and ringed by heavy iron. Moving to one side will bring you more dressed stone with much less metal. The other direction with lead you to all metal. Finally, moving through a large cylindrical curving tunnel will lead you a large lava cavern with metal catwalks to get you across. Overall the textures are aligned well – considering there was certainly plenty of texture work to do. There are a few spots where a little more alignment could have been done. I noticed an N symbol edging into the floor, the cave textures in the flag rooms looked too small and repeating and the rocks in the lava room weren’t aligned at all. But the texture choices could have been a little better in terms of design continuity. There were a couple different rock textures used in the flag caves and a completely different one in the main lava room. There were a couple of different dressed stone textures which should have been limited to 1, and the metal textures could have had the variation turned down a little. Texture variety is important to spice up a level, but with so much variation the continuity of design gets a little lost. The architecture is nicely executed. Everything fits the theme pretty well overall. There are some spots where it seemed like the author threw in some geometry just to get things connected but they’re not many. And there are nice curves in ceilings and corridors from time to time. Lighting is very nice throughout. Nothing’s overly saturated with color and there’s a nice variation between brown/yellow, white, blue, and red. My only big lighting complaint is that the main lava chamber is a little too ambient lit. The lava glow seems to be the same from top to bottom where it should have lessened as the light rises to the ceiling.
BUILD: 2.5
The author must have spent a long time in construction. There are so many cuts and drops and then, of course, the caves and the curved corridors and ceilings. Well, everything’s assembled well here. The doors work well and at a good speed, as do the movers. Perhaps the lifts are a little too fast, but they work well. There some nice ambient sounds scattered around the map – lights buzz/hum, waterfalls splash, movers make appropriate sounds as do the doors. But in between these sounds there aren’t any others. Since the level is large, it would have been nice to hear a few more things while cruising through the map. My only complaint about the build is that there are some side rooms that seem like they’re too much. The either could have been cut from the map or simplified a bit. As it is, there’s so much lateral room to explore that until the layout is memorized, a player could spend quite awhile just getting used to the layout.
CAST: 2.0
The bots put up a pretty good fight. They dropped on me as I did to them. They tended to favor certain areas over others but the author was able to get them moving steadfastly throughout the map pretty well. The weapons were spaced out pretty well and I was never found lacking. Some of the corridors were a little too narrow for comfort. I like a nice dangerous narrow route from time to time but some of these should have been widened a bit. The change from CTF to DM means that the defensive-friendly z-axis which made capping difficult is gone and now it’s a bit of a free-for-all. This is quite nice because it’s always fun to get the drop on someone. Finally, the FPS was up and down all over the place, but with all the brushwork that’s understandable. Never dipping to unplayable, it may sometimes be a little bit of a bear on older machines. Overall the bots and layout provided for some fun matches.
A large DM map with some traditional Na Pali mine atmosphere, the author has produced a DM map that is a little different from what we’re used to but is still quite fun. Some of the textures and geometry could have benefited more from some better conceived continuity of design and some of the side spaces could have been removed/reduced. But with the bots working well, the restriction of directional z-axis relieved, and the lovely atmosphere, it will be a keeper for some. I would recommend it in general, but some will toss it after a while.
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| | Map Comments |
| SoH_Ghost3021 12-30-2004 10:21 PM MST | Rating: 8.5 | | yo, DavidM, this is that one map for ONP isnt it? :D i love this map!
| CyMek 12-31-2004 03:00 AM MST | | Funny how 4 and a half year old maps retain their value.
| Vertigo 12-31-2004 05:05 AM MST | | i've just played the ctd version, still this one must be good too
| Wesley "Boreas" van Dijk 01-03-2005 04:28 AM MST | Rating: 6 | | I remember playing this a while ago, but I really disliked the gameplay... the map feels oversized at some points, and has some areas which are just too simple...
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