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DM-so-Oatmeal | | Map Info |
| | File Name | dm-so-oatmeal.zip | Author | Stephen R. Owens | Gametype | UT Deathmatch | Date Added | 10-10-2003 | File Version | 1.00 | File Size | 429 kb | Player Count | 2-6 | Map Description | This is a very tight and very fast paced map for very quick frag action. If you are claustrophobic then this is not a map for you. There are excellent bot paths so if you prefer to play and have fun by yourself you can. | Review Rating | -- | User Rating | 4 | 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 |
| Quadman(*LAH*) 10-11-2003 03:24 AM MDT | Rating: 4 | | Well the screenshot didn't let you know much about the map, add more of them. I think the map lacked in architecture and gameplay but lightning was better. remember the z-axis rule wich says you shall be able to attack your enemies from above and below. I also think that everything was too tight and gave no room for manouvers. A tip to you Stephen is to make weapons leaning on a wall not to rotate. To do it go to actor properties->inventory->bRotatingPickup and set it to false. Over all 4 points, keep going.
| PapaBear 10-12-2003 02:44 PM MDT | Rating: 5 | | okay map - I'll probably hang onto it for a few weeks. Everything was kind of blocky, it works okay on a map that is so tight, but I wish there was a lot more elbow room. It was much too easy to get blind-sided by bots and too tough to try to frag your way out of a skirmish without killing yourself (it was tough to frag around the corners easily, because they were so close to one another). I did like some of the little ambient touches (pipes and walls) and I see a lot of potential, version 2 should be pretty good, keep trying I believe that you have some potential.
| Nahand 10-20-2003 03:49 PM MDT | Rating: 4 | | Likewise, i'm commenting this map as well.
The whole map is a "maze-like" of corridor and counter-corridor, with the occasional room. The corridors themselves are too tiny to allow some dodge, and if you encounter enemies straight ahead, you better pray your gun is better than his.
The rooms are small and blocky, although NOT square cubes. Not great interest.
The strong point of this map (if any) is lighting. The author used a few diferent colors here and there, while not mixing all to a g*y parade. Could be better, but still, not that bad...
The major issue with this map is (IMO) the lack of structure (and no main arena, although that's a personal taste of mine). You get some corridors (and don't know very well where you're heading) connected by some rooms. There are some Z-axis, but is REALLY limited.
Pronto.
| darkjaxx 10-22-2003 10:26 AM MDT | Rating: 1 | | Ark, one more map -SO- and i'm going exploing -look to review so-forestfigth- Are the same comment
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