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NaliCity Mothership




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Map Info

GametypeUT Deathmatch
Date Added10-16-2003
File Version1.00
File Size742 kb
Player Count2
Map DescriptionNone
Review Rating6
User Rating6
Overall Rating6


ReviewerArcadiaVincennesAwe Score: 1.5/3
Date01-21-2005Build Score: 2.5/3
Review SchemaCast Score: 2.0/3
User Point: 0
Overall Score: 6/10

DM-1on1-Rhina (UT)

Back to the Nali for a small 1on1. A former Nali Water Temple perhaps, thatís seen better days and is now overgrown and used as an arena. Itís visuals are nice but a little lacking, the gameplay gives up the basics but nothing really special, it, like itís setting, has probably seen better days.

AWE: 1.5

The texturing is pretty basic in Rhina. Not a very varied palette, it does its job well, but does it in as few colors as possible. The dominant theme is green and brown and the map strictly adheres to this. The water is quite green, the nicely placed vines are green, the walls have a greenish stone color with recessed areas of a green/tan backing. Fortunately thereís some brown wood terrain to break up the green. A little more variety, especially to distinguish the two main rooms from each other.
The lighting is somewhat nice. Thereís some good shadowing going on and nothingís too bright nor too dark and the light levels are kept dim but well within playable brightnesses. An extremely nice lighting/shadow combination effect really works well and is well-implemented. The torches surrounding the area should provide pools of light, but they really just illuminate things somewhat ambiently. Plus, theyíre pretty much all the same color so most of the lighting ends up being monochromatic like the texturing.
The architecture harkens back to Unreal with its blocky construction but thereís a little more finesse to it than was present in the original. Itís still fairly simplistic, but manages to portray the same architectural aspects of Unreal but give it a little bit of an update at the same time.
Overall the lighting and texturing are really too monochromatic to spark any ooos or aaahs but when combined with the lightning effect, architecture, and vines, give some nice ambience to the map Ė just not as much as it could have.

BUILD: 2.5

The BSP is assembled well and the decorations fit together with it very nicely. There really isnít anything much to mention in terms of standard construction.
What is worth mentioning is the sound. This was not done quite as well seeing as, first of all, the thunder sound resulting from the lightning is almost continuous. This is almost never the case is Real Life ô and after hearing more than a few roars one begins to try to figure out whatís wrong. Secondly, the remaining ambient sounds are few and far between. Fleshing out the map with more sounds would have helped immensely.
Overall itís built quite simply and quit well. A better usage of sounds and a pause in the thunder would put this right up to a three.

CAST: 2.0

The gameplay is a little bland in this one. There are two places to practice real z-axis work but otherwise oneís restricted to either flat gameplay, or slightly sloped gameplay. The first place is a ramp that travels along the wall up to a highpoint looking over one of the two rooms and back down, and the other is the shield belt shelf.
The shield belt shelf is a nice touch in that itís only accessible by hammer jump but more importantly, youíll have to work to grab it before the bot does.
The bot, in addition to hammer jumping for the shield belt, does travel the entire map well. No bot complaints here.
The flow is basic but satisfactory with pretty much all the weapons ringing the walls around the map. There was a small collision issue approaching one of the health packs in the water from one direction but that was the only sticking point for me.
One other item worth noting is that aural clues are very important in 1on1 matches and the author has seen fit to include health vials in only one place. Having these spread through the map would give much better clues to where your opponent is.
The gameplay is basic but not bad. A little simplistic and aurally challenged for 1on1 purists, it still manages to be fun.

DM-1on1-Rhina is a nicely reminiscent little map. Itís visuals are a little bland as is the z-axis, but thereís still enough good here to have some fun with. 1on1 collectors should go ahead and grab this one and the rest of you should make up your mind.

Map Comments

10-16-2003 11:19 AM MDT
Rating: 7 
Good 1on1!
plays good too
Maybe a version2?

10-16-2003 11:21 AM MDT
Rating: 7 
This map is pretty cool, altough the polycount kills yhe gameplay...The map is really small, and made in 10 hours forced by the will to make a map, any map at all.

10-16-2003 10:30 PM MDT
Rating: 5 
This map isn't that good. The visuals are pretty repetitive, the lighting is plain, and there's hardly any atmosphere - the lightning was a good idea, but it happens too often to be realistic at all. Z-action is minimal, item placement doesn't encourage flow, there's too much health lying around and too many things to snag on, and the map just isn't well-suited for 1on1 overall. On the plus side, the shield belt's position is nice, and maybe it's just me, but I smell much more potential in this map. Sorry to focus on the negatives; this map is decent, but it does have some major flaws.

10-17-2003 01:27 PM MDT
Rating: 4 
totally agree with bamn - this map is average, but it has a lot of potential to be much better though.

p.s. what's everyone's obsession with naming maps 1on1?

01-23-2004 01:42 PM MST
Rating: 6 
To let people know that it's a small map intended for a small number of players, as opposed to a larger map for lots of players. I would imagine thats handy for home network gaming.

01-23-2004 03:57 PM MST
Rating: 6 
Very nice. 6.5

02-08-2004 10:02 PM MST
Rating: 7 
This is pretty dark, but otherwise a great 1-on-1-style map for UT. Good theme. I'm not fond of the big black outline around the moon though....hmm....still good for tourney matches though.

01-25-2005 02:08 AM MST
Rating: 7 
Cool map. The piled up dirt in the corners is a nice touch, as is the humming sound effect near those skulls with the glowing red eyes. I'm just wondering, with all that lightning crashing overhead, why is the sky full of stars and a moon? Shouldn't it be overcast? The skybox just doesn't give me the impression of an impending storm. Otherwise, pretty nice!

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