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DM-CorridorZ | | Map Info |
| | File Name | dm-corridorz.zip | Author | Ve/\/DeTTa | Gametype | UT Deathmatch | Date Added | 11-17-2004 | File Version | 1.00 | File Size | 1.37 mb | Player Count | 2-12 | Map Description | CorridorZ is a multi level map that offers both wide open areas and tight darker areas. All weapons work good in here. Sniper, Mini, redeemer, for long range, shock for deck to deck, missle and grenades for throwing down holes, and flak and goo for bomb dropping tactics from top level. whatever your fave, you will be able to put it to use. Custom sound track included. 2-6 players but will support up to 12. | Review Rating | -- | User Rating | 6.5 | 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 |
| redfist 11-19-2004 05:13 PM MST | Rating: 6.5 | | Pretty good map,bots seem kinda screwy with the lifts,but I see it has been thought out item placement,and playerstarts etc etc. Wish it were a tad smaller it's not too big,but could be a little tighter. worth playing
EDIT,Ya I checked in the editor,seems like the side lifts move the bottom lifexit further away,and the top ones closer to the edge,ware edge of sprite is flush with the opening at edge.The end ones,move the top one closer to edge as well,bottom liftexits are good there. Also get those paths blue to the end lifts. And mabye add a tadd more pathnodes around,but not to alter them getting the invis and bighealth. Also if you have a sticky area or flow troubles,change the "maxdesirability" for the item placed there ,to fine tune bottage.
EDIT2 Make em blue anyway,but the red lines the bot "rides" the path,less perfable than the blue lines,But in this case or map you really want the bots to use the lifts and or have them "think" better.
| Ve//DeTTa 01-05-2006 03:01 PM MST | | Thanks for the review Redfist. ya the bots get tweaked when attempting to go down the elevator on the upper lifts. even tho its pathnoded correctly, I had a hard time getting the bots to want to go up those elevators. so I ended up putting in some player starts on that level, just to have them want to go back down:/ I expect humans to take more advantage of the upper deck.
EDIT: thanks for the info Redfist. Even tho the path lines to the end lifts are red, the bots use them constantly, so i didnt try any harder to get them blue. I'll try repositioning the lift exits and such like you mentioned tho.
EDIT: thanks ghost for the rating. *frowns at red lines*
EDIT: Thanks again AgentX for checkin it out!
EDIT: Thanks Sir Xavious for your review!
| SoH_Ghost3021 11-19-2004 04:30 PM MST | Rating: 7 | | red lines! red lines bad, they mean DONT go there to bots . fun map!
| Agent X 12-20-2005 06:36 AM MST | Rating: 6 | | It's decent, it's kind of a huge main hall with 3 floors. Lighting is kind of bland, but the bots are good.
The level does suffer from a too open hallway type layout at points, but it's not bad in that respect. There are several jumpboots to access different floors.
| Sir Xavius 01-05-2006 01:41 PM MST | Rating: 7 | | Despite the screenshot, the layout is actually much darker, altho it has plenty of lighting for the traffic areas.
I like this map for 8-player SP fighting. Not too big, not too small, one long central open area wrapped by a few tight and darker corridors. The weapon layout was decent (sniper rifles on each end of the long arena), and the bots seemed to use the z axis AND the elevators quite well. This level, maybe elongated a little more, would make a great CTF or even DOM map.
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