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NaliCity Mothership




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Map Info

GametypeUT Deathmatch
Date Added03-04-2005
File Version1.00
File Size3.31 mb
Player Count8 - 12
Map DescriptionMap Description.

This map took a very long time to create. I was plagued with homs everywhere especially
using semi solids on the outside parts, in the end i used solid brushes for the most part!
I wanted to create a DM map with a particular theme that to my knowledge has'nt been done
before so i came up with a map that includes the monsters from the original UNREAL.
The map is very large but is playable with 16 players with ease. I would of liked to have
a bit more z-axis in the map but as construction began i just went with the flow.
The map includes custom textures that i've collected over the years (I think some are from
DOOM III) but as i dont have that game i cant say for sure! (I dont want to get in the s**t
on this one!!!). Please enjoy the map and i hope it gives you a lot of fun playing it.

Map story.

After the Scaaj threat was eliminated on Na-Pali by terran forces the terran military
on seeing the multitudes of lifeforms on the pali homeworld setup a vast and expensive
research lab known as the Xenome labs. These ultra modern facilities were geared towards trying to
tame or use the unique and often deadly attributes of the native and non-native inhabitants
for biological military research.
After a deadly escape by a titan who was supposed to be behind a stasis field the terran military
pulled the plug on part of the facility when they scrapped the remains of the researchers
off every wall and floor. Prosecuting lawyers had a field day and fined the federation a
vast ammount of money on behalf of the victims relatives.
Liandri corp following the case gave the military a financial lifeline by renting part of the
facility for the tournament, and in return the military would give the proceeds to the courts
to settle the fine for the duration. The rest as they say history!
Review Rating8
User Rating8
Overall Rating8


ReviewerGnome and SapperAwe Score: 2.5/3
Date06-08-2005Build Score: 2.5/3
Review SchemaCast Score: 3.0/3
User Point: 0
Overall Score: 8/10

REVIEWER: Gnome and Sapper
DATE: Monday, June 6, 2005

by jazzyb

AWE: 2.5
BUILD: 2.5
CAST: 3.0

GNOME: Sapper.
GNOME: Sapper...
GNOME: Sapper!
GNOME: Can you please stop playing this map long enough to post our review?
SAPPER: But...I mean, what if...can I just--
GNOME: NO! We have work to do. You can go back to playing when we're done.
GNOME: Hey everybody. It's time for another NaliCity map review with your hosts, Gnome and Sapper. If the arguement we just had was any hint, you should be downloading this map as we speak.
SAPPER: Gnome, isn't my role in all this to complain about stuff while you compliment other stuff?
GNOME: In general, yes. Why?
SAPPER: What if I have nothing to complain about?
GNOME: You're Sapper. You always have something to complain about. I'm sure you'll think of something.

GNOME: The initial story behind this map goes as follows:
"After the Skaarj threat was eliminated on Na-Pali by terran forces, the terran military on seeing the multitudes of lifeforms on the Pali homeworld setup a vast and expensive research lab known as the Xenome labs. These ultra modern facilities were geared towards trying to tame or use the unique and often deadly attributes of the native and non-native inhabitants for biological military research.
After a deadly escape by a titan who was supposed to be behind a stasis field, the terran military pulled the plug on part of the facility. Even while they scrapped the remains of the researchers off every wall and floor, prosecuting lawyers had a field day and fined the federation a vast amount of money on behalf of the victims' families. Liandri corp following the case gave the military a financial lifeline by renting part of the facility for the tournament, and in return the military would give the proceeds to the courts to settle the fine for the duration. The rest as they history!"

GNOME: I must admit I am delighted to see how well jazzyb stuck to his theme in his architechture of this map. We've got stasis chambers and research pods complete with bubbles. We've got readout and status screens galore, many of which are scrolling or otherwise animated. We've got transparents and holoimages. We've even got windows that look upon the rest of the facility the we unfortunately can't explore. A moving train and a couple of elevators paint the outdoor scene. I simply have to praise jazzyb's attention to detail. I could never get bored playing this map. There's always something else to look at that you may not have seen before.
SAPPER: That third screenshot was a little misleading though. I never saw a titan or any other monster coming at me. That would've been really cool.
GNOME: You have to enable them through your UnrealTournament.ini file or your console.
SAPPER: Oh...ok.
GNOME: Anyway, where was I? Oh yeah, another great thing about the visuals it that it's filled with textures and images that are recognizable from other sources such and Doom 3 and Star Trek, and yet you've managed to blend them together well enough so as to create the belief that they actually belong there. The Star Trek panels are slightly out of pace, but still work well the the transparents.

GNOME: There are only two very small reasons why this section isn't getting a full score.
SAPPER: The first reason being that this map is somewhat lacking in sound. They might be able to make bulletproof glass, but I've never heard of completely soundproof glass. I can see the bubbles but I can't hear them. I can see the machinery and the computers, but I can't hear them working or humming or anything.
GNOME: Right. And the second reason being that according to the NaliCity search engine, no map have ever received a full score from a reviewer and we simply didn't think they'd let us get away with it.
SAPPER: They? Who are they?
GNOME: You know...them?
SAPPER: Oh, well that explains everything.
GNOME: I really don't think I should have to actually tell everyone that there or no BSP errors or HOMs to speak of...but there are no BSP errors or HOMs to speak of. The lifts work. The doors work. The timing on everything is damn near perfect.
SAPPER: I thought we weren't allowed to use the word 'perfect.'
GNOME: We're not, but I'm going to use it anyway.

GNOME: Did you get your monsters to work yet, Sapper?
SAPPER: Yeah. It's so awesome. Score one for the cast.
GNOME: Cool. I suppose when it all comes down to it, gameplay is everything. As suggested, this map is best played with anywhere from 8 to 12 players. Botpathing in this map does an excellent job of filling in the non-human positions. Bots go just about everywhere and grab just about everything. I haven't seen a bot go after the mega health yet, but then again it took me a couple of games before I took the time to figure out how to get it. And unless you have the translocator, you're not gonna get the invisibility powerup. It's very out of the way.
SAPPER: A couple of things about placement though...
GNOME: You see, I knew you'd think of something to complain about.
SAPPER: Shut up. Anyway, maybe it's just me, but I wouldn't have put something as volatile as a rocket launcher right beside a whole bunch of what appear to be computer servers. It's a stupid thing to complain about but it's just something I noticed. Another thing was that in one area, there were two different weapons that in my opinion spawn too close to each other. I just think that if you grab a weapon at a spawning point, you shouldn't be able to see another weapon at another spawning point from where you're standing. Other than that, everything's good to me.
GNOME: My God, Sapper, of all the things to whine about. Would you rather see a biorifle right next to the computers so that the toxic sludge can melt the circuit boards or something. Or maybe we'll just fry them with the shock rifle.
SAPPER: I said shut up.
GNOME: Fine. On one final note, I liked how weapon spawning points were clearly marked. It was helpful to have a visual reference to know where a weapon might suddenly appear.

GNOME: Overall, I would go so far as to say that this is a perfect map. One-in-a-million. Having seen this one, a quick search of jazzyb's file has revealed eight more maps that Sapper and I will gradually review over the next two or three weeks, though I don't hold much faith that any of his older maps will top this one. Well, I guess that wraps it up. Good pick Sapper.
SAPPER: Thanks. Now can we play some more?
GNOME: Gotta go everyone. See you tomorrow.

1) Cryss runs past a holoprojection of Na-Pali while picking up a flak cannon.
2) It's nice to respawn with a minigun and ammo waiting for you.
3) The room containing this stasis chamber is a nexus of hostility and violence.
4) After wasting the chick in yellow, Cryss moves on to the guy with the rocket launcher.
5) While stopping at a window to view the rest of the facility which sadly is inaccessible, a lone train passes by.
6) My friend Heinz can be seen here keeling over and dying.
7) A few survivors exchange rocket fire over everyone else's dead bodies.
8) My other friend, Osss-10 Hunter sends Nikita flying head over heels and down a flight of stairs.
9) Drimacus heads upstairs to dish it out.

Map Comments

03-05-2005 05:39 AM MST
Rating: 9 
Omg, this is nice! No wonder it took so long time to make. The outdoor scene was really cool, with a train and all. Plays well, looks great. A great addition to these people who still plays UT99 (like me =P)
Good work ;)

03-05-2005 06:23 AM MST
Dont know what 2 say
same comment as pomperi :P

03-05-2005 01:51 PM MST
Leetness, nuff said.

EDIT; LoLz, it ran fine on my rig, wich is a 700 mghz Celeron, pentium iii and a very crappy vid card from logitech I think. 256 MB and I'm running winXP.

If I can run the map then all of you shouldn't have any probs at all.

03-06-2005 06:56 AM MST
Rating: 9 
Well I must say sorry to the author, and Thanks too, I reinstalled UT, and went back to my older vid driver, and now the map runs fine, I just assumed with the level of details it was the map dropping my fps to under 10, but it seems it was my system and not the map. Great job on the details and overall look man, very cool, some textures still seem wrong in spots, but nothing to complain about. I now change my score from 6 to 9

03-08-2005 02:00 AM MST
Rating: 8 
Almost pure OWNAGE!!!

Hey, jazzyb, can I use your texture pack? :)

Is it me or do the textures look U2-ish?

That computer there says "UAC"...

United Aerospace Corporation?

jazzyb, most of these textures are from...


Whoops, there was still a continuation to the readme.

Now you've gotta feel proud jazzy. Looks like a review's been requested.

03-05-2005 12:13 PM MST
Cheers for the comments guys, anyone can use the textures if they wish but be warned they are very hard to align!
I'll take what you said onboard 'Indyskyz' but i never had a problem with the fps and in no way have i got a terrahertz rig to play anything on.I run a P3 chip with 4200 GF 4 and have no problem with with 16 bots with custom skins on this map. I have a bigger snag with UT 2004 than playing anything on UT even with the limitations of the engine. Maybe my next map will be another part of the base (this time with no

03-05-2005 01:11 PM MST
Rating: 7 
map looks great on first fly-by. but when you look and play it more you start noticing some small thing that you'd like to see made differently..scaling for example. some edges are left sharp and trim detailing and texturing isnt as good as id like to see it ( yeah i know my trim work is bad...really bad so anyone please dont comment on my work, i know its bad ). Outdoor areas looked great. best i've seen in a while.
and all you guys who having playability issues playing this map... sell those novelty paper weights and get something modern. my rig aint anything special, just a amd xp 2700, ati radion 9700pro and other standard crap and i have no problems at all.
anyways great map.. reminded me alot of doom3.
1 thing for a follow up map.. try not to stick to the same theme and texturing etc.. this map was good, but another map like it and people will get bored of your work and not wanna check any of your new stuff out. it wont show improvment in your mapping skills.
anyway me be gone.
greetz Dece

03-09-2005 09:07 PM MST
Rating: 8.5 
Gameplay is good (I prefer a bit less space on indoor maps in general), visuals are fantastic. Audio is a bit understated on the lifts. Running a dinosaur and my framerates are fine on max settings.

03-06-2005 02:43 AM MST
Rating: 8 
I didn't get or see the spots for bad FPS,wasn't that slow.
This map here is not good for DM becuase it's kinda hallwayed to death,and too big for that many rooms and such.
This level has probably one of the the best maps I ever seen in UT ,nice lighting,not looking like Unreal,I also see some Elite Force textures in there, Very good job I must say.

A 10 for the map and graphics
A -3.5 for gameplay (the train and about 1 half of map or about that) could be removed to increase the DM and online recognition.
And a + point 5 added for a Really well done level.
I really like how you spent time making those door triggers work just right.Also the colration of the map,has moderness not Old Unreal.Considering this was made from the same editor.

03-07-2005 11:54 AM MST
Rating: 8 
gj jb - this is nice work :) runs -=great=- on my system (p4-1.8+9800pro = 80-90fps) gameplay was good with 4 bots (so far) flows well, imo - will be playing this a lot more in future - keeper for sure :D i finally finished doom3 meself, so nice tex surprise - shame the renders downgraded by the old ut99 engine - still, looks very nice. i am right in tune with the lighting, archy and ambiance in this map (we must have the same dna) a few spots are trouble (excessive backlight) imo, bit darker would've been nice (for bit more contrast in areas - heh, maybe that's doom3 talkin :) loved the outside areas - the trains fine too, minor hit no lag... not too often i'll study a map in ued for more than 5 minutes, but this one i feasted on for a good hour, nice work man :)
*edit* just adjusted the score down a notch - the rcr hit after a few more plays - still great map tho :)

Sergeant Todd
03-06-2005 09:58 AM MST
Rating: 8 
Very nicely done. Sweet.


03-06-2005 11:28 AM MST
Rating: 8 
A very well realised theme going on here & one that breaks from the norm. A lot of thought & effort obviously went into this map & it shows.

03-06-2005 04:04 PM MST
Rating: 7 
This map looks really good, though there are no detailtextures available... Lighting is okey, but there is a small problem with the sunlight in the area with the udamage, and from spot to spot I have the feeling it is a bit too white...

Gameplay was good in such a big map, in one or two spots I had the opinion there was an rcr syndrome, but nothing too bad. The real lack here is the itemplacement: it is NEVER a good idea placing the RL, shock AND sniper rifle next to each other. Other items like the udamage and the keg'o can be gotten too easily. Plus, I found it too spammy with 11 bots.

=> a Ă¼bersolid map with a few flaws. Score: 7.

03-07-2005 11:34 PM MST
Beautiful, inspirational map. I'd have to shell out 100 plus bucks for a video card if i ever wanted to play it though. Those monsters in the tubes fulla water are just groovy, especially with the bubbles coming up...and those textures...i want those textures. It kinda reminds me of a Megaman level.

03-22-2005 04:11 AM MST
Rating: 9 
Yep.... not much to say......

Edit: Except i cant see the monsters in the jars; the jars are just empty. Whats up with that guys?

03-22-2005 10:26 AM MST
Rating: 8.5 
... @ Saint: you can't see the monsters because your UT is configured so. In advanced options (i think), there's an option to enable it, but since you problably don't have OldSkool installed, you have to go to your UnrealTournament.ini file and search for it, then enable it. Check if volumetric light is also on - it's the FOG :). I believe you ca also type in the console ingame 'advanced options' (like that or without spaces) to pop-up the advanced options thing...

04-20-2005 10:07 AM MDT
Rating: 8 
Great texturing and great botplay. It gets a little old after awhile, but still a good map. And to those who can't see the monsters, open up your "UnrealTournament.ini" file and search for every occurance of "bNoMonsters=True" and change each one to "False" and this should enable them. There's one for each gametype you have for your Unreal Tournament game, even custom one's.

06-09-2005 03:55 PM MDT
Rating: 9 
Great! BIG! beauty! 9

06-10-2005 12:56 PM MDT
Rating: 9 
I simply like it...
the texture is matched almost perfectly... congratulation the gameplay is very nice too... A good map we've got there guys...I advice you to download it right now... The sky is awesome ... The outside is very impressive... I think i saw a train :) ;).... Excellent

06-11-2005 11:53 AM MDT
Rating: 7.5 
Pretty done...

Edit : lol the reviews....

06-14-2005 12:47 PM MDT
Rating: 7.5 
Yes, really very nice. Still wonder how to make such a good loking map with those low polycounts^^ Only in some places there is no trim (why not?!).
Gameplay is ok, but not as good as the visuals.

06-14-2005 03:58 PM MDT
Rating: 8 
I agree with redfist:

10 - 3.5 + 0.5 = 8


07-02-2005 03:31 AM MDT
Rating: 7.5 
Yeah, item placement was a bit funky and pickup heavy.

But the outside world detail and the genuine unreal gameplay feel were great. It felt like a UT level should feel like, the gameplay and pace was box worthy.

07-12-2005 11:54 AM MDT
Rating: 8 
Good Work!!!
That map its GREAT!!! Very high detail, many brushes,and good textures!I like it :)

07-21-2005 06:33 PM MDT
Rating: 9 
Awesome, this is the best looking map I've seen in UT99 sofar, I inspired my first map on it, it will be uploaded soon.
keep it up:)

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