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SP-damage_mod | | Map Info |
| | File Name | sp-jl_damage_mod.zip | Author | antistar | Gametype | U2 Singleplayer | Date Added | 05-06-2004 | File Version | 1.00 | File Size | 28.66 mb | Player Count | 1 | Map Description | Damage is a singleplayer mod for Unreal 2, featuring a new player model, new weapons and enemies, a modern-day setting and an original story.
The story of Damage concerns a man named Edward, who works as a miner in the precious minerals mine near the small town he lives in. On the day that the mod begins, all the workers are clearing out of the mine, as following a spate of accidents, safety inspectors have been called in to look the mine over for the next few days. As he arrives at his car, Edward realises he has left his keys in his locker - in the break room - in the mine. He goes back down into the mine to retrieve them. While he is down there, there is what appears to be an earthquake, and parts of the mine collapse, trapping him inside. He must find a way out - and once he does, he will discover that something quite strange and terrible has occurred on the surface. | Review Rating | 7 | User Rating | 7.5 | Overall Rating | 7 |
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|  | | Review |
| Reviewer | Ice-Dancer | Awe Score: | 2.5/3 | Date | 01-19-2005 | Build Score: | 2.5/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | 0 | Overall Score: | 7/10 |
SP-damage_mod by Antistar
Well, this isn’t exactly a mod, more of a mappack, that includes custom weapons, a new player model, and new enemies
The premise to the map storyline can be read in the map description, so I will get straight on with the review. (and I will try not to spoil the mappack for you by revealing too much)
There are not many Unreal 2 SP maps, this is one of the few that there are, and it is one the best.
The first 2 maps aren’t very attractive and can be quite off-putting, but if you can make it through them, its worth it, especially at the end of the second map where you get a really cool underwater ride in the strong current, the way the zone gravity and velocity was managed very well here, and was one of the highlights of the mappack, despite that part still being very ugly. Once you are outside, graphics are amazing, terrain is well done, lighting is nice (very nice compared with the first 2 maps). Sound is put to good use, and is used to make the maps quite scary. In the first few maps you are unarmed, and basically it involves finding your way through the environment. The maps themselves are quite short, but they show off the fact that Unreal 2, can really put its engine to good use.
The story is told via objectives, which can be quite annoying, but it’s a good way of doing it.
When you have finally found your pickup, you have to get in it, sounds easy huh? Not when you have to stand next to the door to open it, and the door opens in your direction, and if it touches you it closes automatically again…can be difficult to get in, just a little bug, but can be annoying after a few attempts at getting in.
When you get into the town, at first glance it looks great, but when you get closer to the buildings, you can see that the glass is reflective rather than translucent, and doesn’t really look like glass at all, I’m guessing this is because if it was translucent, the author would have had to create an interior for the buildings, it would of taken more work and time, but would of looked a lot better.
Now, when you finally get your hands on your weapons, you may be mildly disappointed, there is the katana, a sword, which has kickass animation, but a pretty weak attack (obviously the guy you play as, has no idea how to use a sword, because from the modelling of it, it would kick major monster ass), and then you get a berretta, pretty weak attack, but it shoots, and can take down anything that wants to mess with you, and really, that’s all that matters ;) . They are the only weapons that I found during every time I played damage, there may however be others, if I hadn’t of been running away from the chicken zombies, I might of checked, but alas. Oh yeah, the chicken zombies…well, no, they are actually normal zombies, but they look like the kinda thing you would get crossing a dead chicken with a zombie, hence my nickname for them :-) They can move pretty damn fast, and there are a lot of them. They can hurt you for a fair few health, so watch out. The zombies seemed to walk as if they where ballerina’s, the way they tiptoed towards me, also they seemed to make a metallic sound as they walked, I’m guessing it was meant to sound like a bone rattling sound, but to me, it was more of a metallic clinking.
When you get to the police station, you will have to navigate through it, which is easier said than done, the damn thing is huge, and its also one of those levels where you think that something is about jump out at you!
After you are loaded up, its time to head back through the town, and the other maps you have covered (they are filled up with fresh enemies, even the ones that had no enemies before – I say enemies, as there are other things than Zombies this time)
Just as the story really starts to get interesting, and you think you have found out what the hell it is that has happened while you where down the Mine, you end up in a “To Be Continued Cube”, and that’s the end of the mappack, at least for now. I cannot wait for it to be finished off and I hope that it is.
Overall there is about 45 minutes of gameplay time, less if you really rush through it, but the graphics make you want to take a look around. Possibly less when you are playing it a second time as well, its not as effective the second time, as you know what’s going to happen, and when you are gonna meet enemies.
AWE – Graphically the map kicked ass, let downs where the zombies, and the glass in the town, also the first 2 maps where pretty horrible to look at, which is a shame, as they where the first maps, and gave a pretty bad first impression, and I can understand that some played, after seeing them, might give up on the mappack altogether.
BUILD – Generally, the architecture and terrain rocked, in a few places it became repetitive, and the first 2 maps were bad. Sound was mostly good (not counting the zombies). No BSP’s or HOM’s. Only real mover was the doors on your pickup, and they (as mentioned in the review) caused a few problems.
CAST – The location of the weapons and ammo was good, so was the way the monsters appeared, the SP map played well, only complaint here really was that is was too easy and it took a lot of time doing stuff like walking around the landscape. AI of zombies wasn’t brilliant, but then they where zombies, so it makes sense, AI of other enemies you encountered was better. FPS stays strong the whole time. Perhaps not something you would play more than twice in 2 months, but definitely worth it the first time.
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| | Map Comments |
| GRAF1K 05-08-2004 01:05 AM MDT | | This is a map site. Submit this to modsquad.beyondunreal.com or something.
[Admin: Its acceptable, otherwise it wouldn't be here. Its like a mappack. ]
| FragEm 05-08-2004 06:25 AM MDT | | Hmm.. If only it were a map..
| Frieza 05-08-2004 07:24 AM MDT | | I see no reason why this can't be uploaded to NaliCity. Unfortunately I cant try it otherwise I wouldve certainly given it a try. How about you upload some screenshots for our viewin pleasure?
| Amisa 05-08-2004 07:36 AM MDT | | I'm always interested by SP maps. I began this one and at a first glance it has not the eyecandy I hoped to find. I think that at the begining of a SP the visuals are very important to put the player in the right ambiance. But more to come.
| antistar 05-08-2004 08:18 AM MDT | | GRAF1K and FragEm - I'd have to agree with Frieza. I'm not sure what your objections are based on; the damage (singleplayer) mod is a set of maps with custom weapons and enemies. Surely there's nothing inappropriate here.
I mean hey - it was accepted into the Unreal 2 SP section of this website, right?
Amisa - Yeah, I have to admit that the beginning of the mod (or set of SP levels if you prefer) was fairly plain and ugly. That 1st level was taken from when the mod was still for Deus Ex. If I have the chance to continue work on the mod, in future versions the 1st level will be remade.
Also - I'll look into putting a couple of screenshots up here (EDIT - there you go: screenshots), but in the meantime, for anyone who's interested there are screenshots and more info at my website, in the current projects section:
http://athene.mit.csu.edu.au/~jlollb01/
Antistar (aka Pagan).
| Manticore 06-07-2004 01:55 AM MDT | Rating: 5 | | A good attempt at SP gaming. It appears that the mapper has gone to a lot of trouble to get the game to work properly as an SP experience and the designs show good attention to detail.
Construction of the environments, particularly the natural caves and the terrain, is of a good standard. The layout of the town ends up looking a bit like a film set, especially where the play is barred by burning barricades. All the custom skins have potential, particularly the troopers in biosuits. Custom sounds are o.k. too.
The gameplay is lacking. In the first third of the game there is not enough 'orienteering' or 'confrontation' to keep the play absorbing. The game could have used some intense battling to get out of the mines and the cave system as the character has nothing to do except follow a singular path back to the surface.
Out of the weapons only the handgun is truly effective.
From a lot of the signage used in the town you can tell that the mapper is from Australia......
Decent effort.
| Smoochy 07-16-2004 10:28 AM MDT | Rating: 8 | | I like the mod, but I've got a few tips: (1): The watersliding part is cool :D, you should keep it. (2): When you're out of the mine, the second time you hear that monster-roar, say something like: "It's getting REALLY close". for added tension. (3): Those monsters aren't relly scary, maybe make them more zombie like, these creatures are more crows with legs. (4): make more entrances to the police station, I found myself stuck: 10 monsters blocking the exit is a bit hard to get past.
For the rest Keep it up!!!
| RJGexplode 12-28-2004 07:35 PM MST | Rating: 7.5 | | hell yeh!
great SP mappack!
Cant wait for it "to be continued"
| GenMoKai 12-29-2004 04:39 AM MST | Rating: 9 | | Pretty cool map, i dont know what i have 2 say it for it but i give it a 9
| GTD-Carthage 02-08-2005 04:06 AM MST | | Oh man! My U2 CD's "damaged" indeed! Can't play this mod I guess...
| MajorM 02-16-2005 09:27 AM MST | Rating: 8 | | Waiting for part 2.
| Wilou84 02-16-2005 01:17 PM MST | Rating: 8.5 | | Great !!! I cannot wait for part 2... What are you doing ?
What a shame Unreal II has such a little SP community....
| creavion 05-09-2006 10:58 AM MDT | Rating: 7 | | Ok, I ask myself, if anybody will read this.. after this long time.. a year?
Well, reason is, that the Unreal 2 Ed isn`t easy to understand. Furthermore this thing is very buggy (if you patch it, it works much better). First: Not any u2 sp map, which I played in the past, had pawnscripts (like this in the following example .. from me^^): ------------------------ //Enemy 1
call setupontriggers inert 1 dormant 1
:waitingforplayer sleep
:losgehts dormant 0 //playsound pawn U2Male.Marine1.E3-Contact2 gotoactor PatrolPoint0 firealt sendevent ActionMusic 0 turntoactor Patrolpoint1 stop
:setupontriggers ontrigger EnemyTrigger01 gotolabel losgehts return --------------- I needed many time, to see, how the pawns are controlled and more time to make my own scripts (with many tests, to see if it works correctly). When I did understand, how the pawnscripts, the con-files and so on works and I knew, when the ed could crash, it is very funny to map for unreal 2. Ok, so far I don`t know to use the dialog system and the particle system.. :/
Before I could forget it^^ ... My rating for this sp is 7, this is not bad, but not really good.
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