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DOM-Astromine | | Map Info |
| | File Name | dom-astromine.zip | Author | DanW | Gametype | UT Domination | Date Added | 04-13-2001 | File Version | 1.00 | File Size | 671 kb | Player Count | 6-10 | Map Description | None | Review Rating | 3 | User Rating | -- | Overall Rating | 3 |
| NC2 map imported without screenshot. |  | | Review |
| Reviewer | Nahand | Awe Score: | 0.5/3 | Date | 11-21-2003 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 1.0/3 | User Point: | | Overall Score: | 3/10 |
A Domination review. Some claim its a dead gametype. Maybe. Maybe not.
AWE: 0.5 For starters, this is a mine on an asteroid (supposedly), but we get textures of stonebrick and trims and supporter beams made out of wood! And this repeats for the most of the map. We do get something to look at near the Control Points (CPs) (4 of them BTW) that are more into the theme, like some actors from Unreal including exploding barrels and those big space armor suits, as well as crates. There are some funny details, like the CP room with a mine wagon train (sort of), worth a note for the author's effort.
The architecture doesn't add to the theme either, with simple room>corridor>room>windy route/ramp corridor>room type of thing.
The lighting (mostly white lights)is acceptable, but could use much improvement, especially with such a theme.
Overall, we don't get the feeling of an asteroid mine, but the one of some generic industrial-wannabe map, in the line of stock UT maps, only worse.
BUILD: 1.5 The author included sounds for "hisses", and light buzzes. Nice. The elevators work properly (but look horrible); and no visible build mistakes. (read final note)
CAST: 1 BOTs. They sometimes camp althogether near a CP, moving only when they see an enemy. The layout definitly doesn't help. Although theres connectivity, there's also some "straight" routes from CP to CP witch include a room+corridor. As the routes are mainly enclosed, Z-axis is limited, but its there. In the end, flow is about average.
Since the construction is fairly simple (square-ish corridors and rooms), polys are kept at a low level.
Items are usually well placed, with 2 ammo per weapon, but it seems there's a overly quantity for this map. Or maybe it's just me.
FINAL NOTE: The author claims in the README that this is his first ever map. If this is really so, then its a commendable effort for a begginer. All more true if i detect no build mistakes common of newbies, or the fact that he included movers and some eye-candy features.
With more editor practice and better theme conception, he could go far in the community. |
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