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DM-Ironhide | | Map Info |
| | File Name | dm-ironhide.zip | Author | om9zer | Gametype | UT Deathmatch | Date Added | 01-14-2004 | File Version | 1.00 | File Size | 1.55 mb | Player Count | 2-4 | Map Description | For more images visit: http://www.om9zer.com/leveldesign/maps.htm | Review Rating | 6.5 | User Rating | 7 | Overall Rating | 6.5 |
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| | | Review |
| Reviewer | Frieza | Awe Score: | 2.0/3 | Date | 05-01-2004 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 2.5/3 | User Point: | 0 | Overall Score: | 6.5/10 |
Here we go with a new review of DM-Ironhide? Why? You might ask. Simply put, I got a complaint from the author about my weird review and I perfectly understand why. I wanted to try something different, but I’ve failed, hence a new review! I’ve also made a slight change in the score by adding another 0.5 to Awe because I felt the 1.5 wasn’t completely justified, after all, I was completely blown away by the curves everywhere.
Ironhide is a map set in a eerie sort of castle. With architecture very reminescent of that of Quake III, though, this is mainly due to the texturing if you ask me.
When I loaded up this map for the first time I was pleasantly surprised by all the curves. The architecture is very well done in this map, ‘nuff said. Now the main problem is, that, although the architecture is very nice, the lighting kindof degrades the overall looks of the map. The lights only emit one type of colour, white. Now, I do agree this enhances the eerieness, but because of the sheer numbers of the white lights, and the lack of any other colour, it gets very boring to look at. Next time I’d really like to see more contrast and more colours. The map comes with a bunch of new textures, all are very nicely made. But the quantity of different textures isn’t very big. Basically it’s the same trim texture and the same wall texture everywhere. That way the texturing gets very repetitive and also takes away from the looks. There’s only really one spot in the map that looks a bit different then the rest of the map due to a couple of nice brownish wallpanels that follow the curving wall used, but alas, even this texture is used everywhere.
Gameplay is top-notch. The author recommends a playerload of 2 to 4 players. But the latter is much more satisfying in my opinion. The map feels a bit too big for just 2 players, with 4 players you get a whole lotta action. What I really liked is the sound cue, in the shape of a Skaarj growl, used on the upper walkway. Although bots aren’t affected by it, I have benefited from it quite a lot, two thumbs up! Item placement is good overall. With the ripper, flakcannon, rocketlauncher, minigun and pulsegun you have quite a nice selection of weapons. But what I really missed in this map were long range weapons, like the shockrifle and sniperrifle. Since you’ll be facing long distances quite often. Now, in the readme the author says to have done this intentionally for the reason that strategic movement is just as important as aim. I can understand as to why he choose to exclude those but I can’t help the feeling that I’m missing something. The flow of the map was good, but what I missed was a bit of Z-Axis. Basically you’ll only fight your opponents on the same level. There is only one spot in the level, namely the elevated walkway with the skaarj sound cue, that allows you to fight your opponents from above. Botplay is outstanding, although that’s not much of a challenge in this map. They go everywhere and get everything.
This map lacks a bit in the sound department. Other then then the amazingly cool skaarjgrowl, this map features just about 1 ambientsound, which is the wind. A bunch of OneShots would’ve been cool. Thunderstrikes, howls and whatnot. Enigma as music was fine, and enhances the eerieness. Though my personal preferance would be some fast-paced music to go with the fast-paced action.
Conclusion: A sum up:
Good: Architecture, Botplay, Gameplay Decent: Item Placement, Music, Flow, Texturing Bad: Lighting, Sound
Awe: 2.0 Build: 2.0 Cast: 2.5
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| | Map Comments |
| Vertigo 01-14-2004 05:22 PM MST | Rating: 6 | | the pics look quake-ish!! im gonna ply now
EDIT: i've played it now. This map features a very nice archy and decent lighting (decent just because there is just one color used, and its almost white) gameplay is not as good as i expected from the pics, the map feels like a huge circular corridor. Also, someplaces are a bit oversclaed for the real size of the map. Some nice touches like that skaarj growl and the curved lamps. Items are too far from the action sometimes and i would have apreciated some more ammo. Textures are well aligned and fit the theme.
Maybe for 2on2 or for a little DOM map would be better thatn simple DM.
This one is worth a try, thats for sure
| UArchitect 01-15-2004 11:40 AM MST | Rating: 9 | | great map, i go for visuals so it scores an 9 instead of an 8, apart from good visuals and nice curved architecture it flows extremely well...no dead ends..lifts..blabla..very nice
| misterrioes 01-16-2004 08:12 AM MST | Rating: 6 | | plays pretty cool but the looks are too boring and repeative
| [morpheus] 01-16-2004 01:20 PM MST | Rating: 7 | | Very nice.
| C0der 01-18-2004 03:08 AM MST | Rating: 7 | | Great architecture but do something with lighting!
| Manticore 04-26-2004 08:46 PM MDT | Rating: 7 | | Gameplay and texturing: simple and effective. Very Quake...
| Saint 04-26-2004 09:30 PM MDT | Rating: 8 | | Love these quake style maps.
| EvilSwanky 04-27-2004 01:08 PM MDT | Rating: 4 | | Shitty Gameplay, the map needs more was and even more z-Axis... Architecture is ok, but could be a bit better. Lighting needs tweaking, too, it needs more colors, like red and a dull blue as sky color. Overall - good idea, but the outcome could have been better.
| ThaKillaTwinz 04-27-2004 11:03 PM MDT | Rating: 7 | | Not the prettiest lighting (duuuh everybody else has touched on that i believe), but nice texturing and architecture. Fun to play, the polycount is low on my antiquated machine, and the bots...i played 4 of them on inhuman and have yet to finished higher than 3rd.
Oh yeah the growl doesn't really sound like a beast that is locked within the arena. It's too breathy and high pitched. I'd assume that it'd be deeper, more rumbling.(unless it's the swamp sound effect with the weird noise in it, that's also in this map).
| XepptizZ 08-11-2004 12:07 PM MDT | Rating: 6 | | It wasn't very special, but the style was nice. Didn;t find any bugs either. The foggy water could be better.
Could someone help me? My editor won't import .wav sounds, but I need to creat my own package, What am I doing wrong???
EDIT:TheSpoonDog (weird name, no offence) It worked like a charm, for 2 YEARS no one answered, THNX!!! I give my infinite gratitude. But how did you figure it out?
| volkov 05-10-2004 06:41 PM MDT | Rating: 9 | | Nice architecture kinda reminds me of a cathedral though...
| thermma 05-13-2004 05:27 PM MDT | | excuse me for asking LOL but after you download these files how do u actualy play them in the game???
pleaes tell me i really want to play them badly LMAO
| The Brazilian Novice 05-13-2004 10:06 PM MDT | Rating: 5 | | Curved surfaces everywhere! Pretty decent map for 1on1 or 4 players.
Texture and lithgning is pure blandness...
| TheSpoonDog 05-25-2004 09:39 PM MDT | | XepptizZ : Try moving the .wav files you want to import just to the root of your drive (e.g., to c: ), for some reason it won't import from paths that have a space in their name.
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