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DM-AGiantBedroom-2k3 
Map Info


 
File Namedm-agiantbedroom-2k3.zip
AuthorBaba
GametypeUT2k3 Deathmatch
Date Added02-09-2004
File Version1.00
File Size8.05 mb
Player Count1-20
Map DescriptionThis map is made by Baba. It is based on the UT version made by Dark Mantis. I've made some minor changes which hopefully help the play for UT2003. Most notably to me is that there is a lot more bot action. It's got a Ringworld (by Larry Niven) theme to it too. Just pay attention to the pictures. Visit www.utcamper.com

I'd like to thank the following people for for testing out the beta versions and providing creative input which resulted in this final version:
Yorel
Ratwrath
Sueysyde
*OIU*INTERCEPTOR
Review Rating4
User Rating8
Overall Rating5.0

 
Review


ReviewerArcadiaVincennesAwe Score: 1.0/3
Date04-20-2005Build Score: 2.0/3
Review SchemaCast Score: 1.0/3
User Point: +1
Overall Score: 5.0/10

DM-AGiantBedroom-2k3 (UT2003)

A mini-me map that takes place in someone's bedroom. A rather typical mini-me map it's target is sniper fans.

To be honest, I am not a fan of mini-me maps but I take all requests seriously and will endeavor to be objective.
Since mini-me maps are, by default, lackng in traditional UT gamepay, I will be providing two scores. One in terms of the traditional grading system, and another score taking into account the aspects of a mini-me sniper map that fans of the genre like. The final score will be the 'traditional' score but each section where applicable will have the 'sniper score' noted.

AWE: 1.0
Sniper AWE: 1.0

The texturing overall is quite good. Nothing's really unaligned or mis-used. There are some overly-colorful texture choices but nothing over the top. One example would be the ventilation shafts. The texture used is a little more blue and non-metal looking than one would expect but it does convey the idea of a metal shaft. The bedclothes look less like a blanket/comforter and more like shower tile, and some of the custom textures like the inside of the C++ for Dummies book is low-rez and pixelated. BTW - can we expect a Copyright infringment on the use of the C++ for Dummies book? The lamp bases are not aligned but one can tell from looking at the other textures in the room that they were purposefully not aligned to enhance the idea of it being a lamp base. Still, they don't look good.
The lighting in general has is good points and bad points. The light streaming out onto the ceiling from the ventilation shaft, and the light patterns on the ceiling from the lamp is good. However most of the room is ambient lit with few of these good 'hotspots' from light sources. Also, many of the areas inside cabinets and shelves have no light sources which is just plain unfortunate. In fact many locations have no clear light sourcing which is a big negative.
In terms of shadows for sniper areas, there are plenty. However rather than using the shadow of a picture frame, or under a monitor, the author pretty much relies on dimly lit shelves and under-furniture shadow to create hard to see sniping areas. More creativity in this aspect would have been much appreciated.
The architecture is pretty much what you'd expect in this kind of map - lots of rectangles and cylindars. There's a little bit of nice BSP detail work on the bedpost knobs but it's mostly basic shapes aside from the meshes.
In general, it's a typical mini-me map in terms of texturing and decoration in general. The lighting has a few good points but lots of bad points to go with it. The architecture is basic and not very creative although there are a few points that show unrealized potential.

BUILD: 2.0
Sniper BUILD: 2.0

The build in terms of BSP is pretty good. No HOMS that I could find and all the BSP seems to fit together fairly well. The teleporters work fine but I didn't notice any sound attached to them. The lifts worked fine but looked out of place. I'm not really sure what those are supposed to be, nor why they'd be lying where they are. Plus, they have no sound attached. One of them, if used for a lift-jump, will destroy you as it fires your head into the ceiling where you explode into gibs. There are a few static meshes from the game used as toys on a shelf - like the gunboat from December, it's a nice touch but I was concerned about pathing around/over it considering there's no room to go around it but the bots did a good job getting over it.
Overall I can't complain much about the build. The lack of sounds is really quite disappointing and the lifts are a bit wonky.

CAST: 1.0
Sniper CAST: 2.0

In terms of traditional gameplay the map has very little. Z-axis, yes. But 75% of it is too much and will lead to many deaths by falling. In terms of more 'normal scale' z-axis there is some in the shelving units and in the center area with the books, but you rarely encounter a bot in the shelving units, and the center area is a death-trap due to the bots favoring it, the placement of the rocket launcher there, and the snipers that have clear shots from pretty much everywhere else in the map. The computer laying open on the floor has a health vial you cannot reach due to the PCI cards being too close together. The bureau contains the dreaded instagib-shock rifle almost directly next to the link gun. There's no reason for these two weapons to be so close together and the bots are so good with the instagib gun that's it's pretty much suicide trying to get it for yourself. Plus, in a traditional map, there's no good reason to have this weapon ever.
In terms of a sniper map, there are some decent places to hide and snipe people although more shadow work would have been much appreciated. Also, the ventilation shaft that runs around 1/2 of the room has a lightning gun at one end, but if you spawn or teleport in at the other end all you have is the link gun and it's an awfully long walk to the other side. Plus, you have no cover from people with the lightning gun coming from the other end. Much of the floor area requires a lot of travel between teleportation points which means lots of opportunity to be headshotted. More cover and/or more opportunities to get up high would be appreciated as well.
The bots, like in many mini-me maps, don't function very well as they're too good at sniping, and they won't take the time to really search the map for pickups as they're too occupied with other bots because they can always see at least five to attack from pretty much everywhere.
In general, as a traditional map, it has very little gameplay to reccomend to it. As a sniper map, there are some decent places to hide but there are too many layout deficiencies to make it a really notable sniper map.

Another mini-me map that gives all the advantage to the players who are good with the instagib rifle or the lightning gun. Lacking in traditional gameplay and smart visuals, it's an average mini-me sniper map. Lots of opportunities to fall to your death, some desultory texturing and simplistic architecture, it's nothing special but not badly done. If you're a mini-me map fan, go ahead and get it for your collection. If you're not, then just don't get it.



 
Map Comments


Draco
03-13-2004 01:50 PM MST
Rating: 9 
Nice map. It's good for botmatch too. Good sniping points. Ok, i like this kind of maps.

xado xado
03-04-2005 11:17 AM MST
Rating: 10 
This is my favorite map man!

There is all what i need in it!
Good sniping spots!
Totally secret areas!
Awsoms teleporters!
And the most importent.... Its have a good a totally COMPUTER!
My rating-10 Hope u'll make other maps Baba!

Evil Snack
03-04-2005 04:05 PM MST
Rating: 7.5 
Has anyone ever made a Me Big map?

That would be cool....You could have little skyscrapers!

The map is pretty good too!

:[lol]:Squid75
04-22-2005 12:20 AM MDT
Rating: 3.5 
As a sniper, I've played the UT99 version probably 1000 times...maybe more. The original is pretty fast paced for a sniper map and really nice. However, this one does have a major glitch over by the monitor. Hopefully the version I played was beta? Probably not but in any case it was a good port, but somethings just were not built the same way and overall wasn't all that exciting. Lighting could have been a bit better and same goes with texture usage. Pluss maybe it could have been resized a bit bigger so the map wouldn't have felt smaller? I dunno, but good job porting a classic sniper map over, and I hope you continue to do so!

Kantham
04-24-2005 12:52 AM MDT
 
Sniper maps just need to die.


The game contain over 13 weapons and you need to use 1 for like hours , camp and waiting for a little dot to move and TRing to shot at it while hiding behind something , wow , so much funn!

Baba
06-15-2005 10:05 AM MDT
 
It's a copy of the original one from UT. The textures and colors, except for the posters, books, and such, are taken from the original texture folders.

If it was built well, that's great. It was my first one for 2003. If it wasn't, that's not great. It was my first one for 2003. The weapons are positioned closely to the positions of the original map and as similar a weapon as possible.

If you are comparing this to a 2003/2004 map, then you are comparing it against an inappropriate base. This map is for UT players who wish to see a bit of UT in UT2003/UT2004. I agree that it's far from perfect, but it's a good rendition of the original aside from the obvious changes.

If you don't like sniper/camper play, then don't do it. We can always use you as targets.



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