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Map Info

GametypeUT Deathmatch
Date Added05-19-2005
File Version1.00
File Size3.47 mb
Player Count6 - 8
Map DescriptionAuthors:
Nick 'neoduck' Donaldson
Yoeri 'Cursed Soul' Vleer
Sam Sutton
Review Rating7.5
User Rating8
Overall Rating7.5


ReviewerGnome and SapperAwe Score: 2.5/3
Date06-08-2005Build Score: 2.0/3
Review SchemaCast Score: 3.0/3
User Point: 0
Overall Score: 7.5/10

REVIEWER: Gnome and Sapper
DATE: Wednesday June 8th, 2005

by neoduck

AWE: 2.5
BUILD: 2.0
CAST: 3.0

SAPPER: This map is pissing me off!
GNOME: What? Why? I think it's an excellent map. Is it because I've got more frags than you?
SAPPER: Nooo...actually it's not really anything to do with the map so much as the designer who thought it would be so funny to allow us to be able to get at the redeemer but then die trying to get out of the goddamn ravine! That's not right. That's just mean, man!
GNOME: Dude, you really need to learn to appreciate a map for what it is instead of thinking that the designer is purposely trying to ruin your game.
SAPPER: Well he is.
GNOME: Fine. You go ahead a believe that while I praise it for it's graces.

GNOME: Though I'm not to terribly fond of the outside polys which seem to me to be a little too cut and paste, the architecture of the many temple features and the layout of the inner facility scores very high points. The transitions between the aged elegance of a lost church and the rusty but slightly more modern steel factory basement tapestry is smooth and flowing. Without a doubt one of the finer examples of successfully blended themes. AS funny as it may sound, I really liked the simple details in light a shadow. If you can't see the moon, then you're in shadow, but the source wasn't so bright as to overwhelm. Visuals are damn near perfect.
SAPPER: He could've done a little better with those four-leaf clovers that are supposed to be trees.
GNOME: Moving on...

GNOME: I'm happy to report that ambient sounds are plentiful and appropriate although there is one sound effect that I keep hearing but can't really describe and not really sure what it is. I wouldn't go so far as to say it's out of place, it just seemed odd to me. No problems with HOMs or BSP errors as far as I'm concerned. The door and all the lift work fine-
SAPPER: But you get points taken off because I can't carrying my redeemer back to my favorite hiding spot and because I got trapped behind that one lift and couldn't get out and then this jerk here comes and frags me.
GNOME: Those aren't really build errors so much as oversites. Maybe they were intentional.
SAPPER: Maybe you should stop bouncing around like a tennis ball so I can get some kills.

GNOME: My favorite kind of map is one in which bots do a little bit more than run in predictable circles. Pathing in this map is on par with a select few favorites of mine. I got blasted by one bot who jumped into the ravine and hid halfway underwater. I also found myself running after one bot only to find that two more had come after me from behind. Although the map suggests 6-8 players, I find 8-10 more to my faster-paced liking. Item placement is nicely spread out and provides for encounters against a wide range of weapons. I have to admit that Tamerlane and Loque are really starting to get at my nerves playing with the instagib mutator.
SAPPER: Will someone please tell me how to get out of this stupid ravine?
GNOME: You are such a rookie. It looks like I have to show this Doom addict a few things about 3-dimensionalism. See y'all tomorrow.

1) Upon entering this underground arena, one almost feels as though they're about to fip off some valuable artifact.
2) That light at the end of the tunnel...a date with destiny maybe?
3) Candlelight and growing eyes make for a surreal sight inside.
4) Somebody needs to break out the Mr. Clean in this aging corridor.
5) Here we have a door. It is generally used for going in and out. Sometimes you can launch a surprise attack through it.

Map Comments

05-21-2005 06:02 AM MDT
Rating: 9 
i think this map is DAMN nice, its good to see another high quality ut99 map

i did spot a bsp error tho...

and is it just me or is there no real way to get back up the river after grabbing the deemer (punishment for being a n00b? :D)

you can hop up against the wall and get back up, but im assuming your not suppost to =P

i cant resist...but..Lok..i didnt see no lightning, i did however..see lighting..

just for the record, lightning =

05-19-2005 06:25 PM MDT
Glad you like the map! As i've said in the readme, I'm sure there are a number of BSP errors- but most out of harms way. mainly up in the terrain _just_ out of view of the normal player (unless you go looking for holes). You CAN get back up from the deemer- it just takes a bit of skill/time. hehe.

We put in so much time with this map. I'm happy you like it :)

06-09-2005 12:11 AM MDT
Rating: 7.5 
>This map is pretty fun and the texturing is awsome. There are a few errors though, like a bad collision hull out in the terrain be the wooden bridge above the area where you come out the doors by the shock rifle, and if you drop down behind the cool lift thing you can't get out. For getting back from the redeemer I rocket jumped.

05-19-2005 08:11 PM MDT
Rating: 8 
very nice. i like how it has a mixed theme from ancient temple *kinda like 2k4's albatross*, the outdoors, and the industrial areas. it plays very nice and the flow is awesome.

05-19-2005 09:10 PM MDT
Rating: 8.5 
Nice indeed,it's a keeper ^^

05-20-2005 12:28 AM MDT
Rating: 9.5 
Wow, this is one crazy number you've got here Neo. The blending of themes is almost too much for my cerebral cortex to handle!
What was have here essentially is a strawberry dipped in chocolate. It's a map with an industrial theme (a really good richrig so quit bitchin'!) and a temple motif. Crazy huh? Some parts of it reminded me of last crusader and some of the stuff DavidM did with the Chico Ruins pack of the infamous ONP. Except the lighting was all Neoduck. The industrial stuff new in it's cliche-ness. I mean, it was fleshed out, gritty and right in your face-richrig. Everything felt right in the architecture. As if all this isn't enough, we have a fully complete outdoor area complements of Sam 'Mambo' Sutton. Knell was child's play compared to the level of ruggedness this terrain takes you to. This part also reminded me of ONP. I dunno, this entire thing, sans the richrig portion, screams ONP influences. I was half waiting for a some Nali to come and help me take down the opponents.
I suggest you download now. If only for a sample of this awesome blend.

05-20-2005 01:04 AM MDT
Rating: 8 
I agree with all of the above, a well made level.

05-20-2005 05:16 PM MDT
Rating: 8 
very nice map...happy to see another UT99's beauty...
I like the texture match and the industrial works...
I think that the sky lightning is a little illogic, well I think that a sky like that cannot produce a strong lightning like that.
The architecture is really nice, i prefer your industrial's side than your ancient's side , thats just my opinion.
The colour's variation makes this map really awesome.
The gameplay is not bad, I think thats the map is a little too deep or maybe too big , precisely around the redeemer...
Good Work!!
Shining Point: Architecture , lightning(colour effect), nice theme mixing too...

05-22-2005 05:53 PM MDT
Rating: 7.5 
convert it to memememe! :D

05-23-2005 04:39 AM MDT
Rating: 7.5 
Thats a really pretty good map !
I loved the use of terrain combined with the DavidM lightning technic , and the contrast between ancient and tech theme . but i think lightning could be better indoor with more color contrast for the tech part and more darkeish ambient lightning for the ancient part , just my opinion . architecture is awesome , and give the map really good visuals ! gameplay is good , but the layout is a bit unorthodox . Anyway , its really cool to see mappers working like that on a map , great job Guys !

Edit : to the authors , dont use those horrible trees next time ! lol ! ( or use ONP palms , hehe )

07-05-2005 03:04 AM MDT
Rating: 5.5 
BSP holes are a drag the one inside by the edge of the doorway is definitly a big one there.
Gameplay is not all that good,caused by several areas not working out for DM,it's more of a singleplayer style looking map.

05-26-2005 02:21 AM MDT
looks nice, i lost my ut99 cd so i cant play it, but ill be sure to download it when ever i get ut99 again.

i can only expect it to be good, as its by the author of some of my favorite DM maps.

06-01-2005 09:02 PM MDT
Rating: 8 
Wow this must have taken ages to make :)
Only things that bothered me were some of the outdoor textures and those ugly looking palm trees :(
Awe: 2.5
Build: 3
Cast: 2
User Point: .5
Score: 8

06-14-2005 12:49 AM MDT
thnx for the review guys :), but you actually can get the deemer though

and the autors are Neoduck, mambo and Cursed_Soul

06-26-2005 04:30 PM MDT
Rating: 6.5 
Solid Map with nice gameflow. It couldn't completely convince me because of a graphic error next to the flak cannon, the style of the terrain and because of the style mixture. Almost every style is included: outdoor, ancient and modern. Maybe some people like that...

07-22-2005 05:14 AM MDT
Rating: 8 
The arichitecture really looks awesome, very detailed.
The lighting on the inside could use a bit more contrast though. And like redfist says, it looks a bit like a singleplayer map, not really a dm map. But overall the gameplay isn't bad or anything.

Khefu Knut
12-19-2005 03:37 PM MST
Rating: 9.5 

Cyrss's Female Dog
12-20-2005 04:07 AM MST
Rating: 6 
Yes,only noobs grab the Redeemer.

Great map,different areas...

Agent X
12-20-2005 06:01 AM MST
Rating: 10 
Stunning visuals and excellent use of indoor and outdoor themes. I couldn't think of anything off kilter here, this map is great!

02-21-2006 03:42 AM MST
Rating: 7.5 
Good map; decent visuals; oldschool sounds....

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