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NaliCity Mothership




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Map Info

GametypeUT2k4 Deathmatch
Date Added09-11-2005
File Version2.10
File Size15.36 mb
Player Count4 - 8
Map DescriptionThis map contains mostly new static meshes (around 100) and textures from Hourences' texturepacks.

About the layout:
Though my first priority, i redid the RL room, and added some "stuff" to some of the rooms to enhance the gameplay.
It will take a little while to get really used to the map.
I have put a lot of time in the bots, and they can do insane stuff in the map,
every liftjump works (though they sometimes use the elevator wrong, but that also depends on the skill level.

About the visuals:
I wanted something strange,
though decently industrial/techish it has a weird unique feeling over it, i hope you like it.

This map will be very heavy, there will be a lot of difference between the high, normal and low detail settings, wich will also result in a difference in the looks of the map.
If you want visuals, set it to high, if you want the best fps you can get... set it to low (though some people see that as cheating...)

Furthermore... Enjoy!!!

Ps: If you post this map on your website/any website mail me an url :)
Also if you put this map on a server, mail me the ip so i can come visit once in a while :)

I just updated the map, and uploaded it to NC again.

1. I found out that one of the movers didnt have any sounds, they probably got deleted when I was working on the lightproblem.

2. added amp.

3. relocated the 50 shield, so the 100 and 50 have more distance between em.

4. Im very sorry that I had to update the map, but if there is a problem, it should be fixed.
I hope you arent angry, and will take the time to update your version.

For the ones that get angry, mail me and Ill give you a hug :)
Review Rating7.5
User Rating8.5
Overall Rating8.5


ReviewerIronblaydeAwe Score: 3.0/3
Date04-09-2006Build Score: 2.5/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 8.5/10

AWE: 3.0

I know you're sick of industrial maps, but now you're going to have to make room for one more, because today's review features an exceptionally nice one by the name of DM-Sirea. Utilizing Hourences' always excellent texture packs and a host of custom static meshes, the author has built himself an outstanding industrial facility. The architecture is varied, complex, and believable. There's enough decoration to ensure that there's hardly a boring surface to be found in the map, but it never becomes gratuitous. In addition to the familiar industrial trappings - which themselves are still interesting thanks to all the custom mesh work - there's a lot of plant life around. Much of it is contained in some very nice-looking enclosures within the facility itself, and there's also much to be seen outside, as the map is open to the sky in many places and offers some nice window views as well. From one window in particular, you can see a lot of geometry that's not part of the playing area, but which the author took the time to develop anyway to complete the setting. Really, really good work here.

The lighting is of a similarly high standard. Yellows and oranges dominate in most places, though there are plenty of cooler light sources and other highlights to keep things interesting. Too, the level is blanketed with detailed shadows, largely due to the extensive use of fencing on ceilings, in windows, and in the enclosures that hold the map's plant life. I never found it to be too bright or too dark, and there aren't any places where the lighting looks washed out as I've seen in several other maps I've reviewed lately. The only problem I spotted is that there are some ugly shadows collecting in the corners on a few of the BSP-based curved walls, and that's a small complaint indeed.

Finally, the author has made fine use of emitters to give his map the finishing touches. Pipes steam and drip, transparent tubes have bubbles moving through them, and there are little butterflies flitting about in the areas open to the sky. All just icing on the cake, of course, but nice to see nonetheless. If you haven't figured it out already, this is one pretty map.

BUILD: 2.5

Despite some long views and the high level of detail, I'm happy to report that I had no performance problems at all with this map. Everything is done efficiently, and the map has been zoned off pretty thoroughly so there isn't any more overdraw than there has to be. The author has tagged a lot of nonessential objects with the world detail flags as well, so in the unlikely event that you have trouble running this one, turning your world detail down might help. However, there's an oddity in the map here that I noticed right away, since I usually play with low world detail. One part of the map features the Double Damage placed in the middle of a large rectangular area that's recessed into the ground and filled with water. Unfortunately, the fluid surface only appears at normal and high world detail settings. This is a problem because even if the fluid surface isn't there, the WaterVolume underneath is, and it makes sounds as you run through it. So on low world detail you'll find yourself running through a seemingly dry part of the map, making splashing sounds as you go. It's especially evident if you fire the Flak Cannon primary, since each little piece triggers the sound and it ends up playing very loudly.

Botplay is quite good, perhaps unusually so. Aside from the fact that the path network as a whole is complete and efficient, they're also set up to perform double jumps, lift jumps, and ramp dodges where appropriate, and a lot of mappers seem to forget those little details. The only trouble I saw them have was with a lift near the Super Shield Pack. It's an interesting lift since it's right in the middle of a room and doesn't have a destination in the traditional sense; its only function is to provide access to the upper levels via lift jumps. The bots often miss the lift jump going up to the shield, and end up stuck on the lift trying the jump over and over. I also saw a bot get stuck underneath the lift a few times, so that it kept coming down on the bot's head and then returning to the open position. The bot, presumably waiting to step onto the lift, would just stand there.

The map's audio is also good for the most part, though it could have been improved. The sounds of nature are omnipresent and varied, but the sounds of industry seem strangely muted. The more active-looking parts of the architecture do have sounds associated with them, which you'll hear if you come close enough, but my overall impression is that it seems like more should be going on. There are a number of triggered sounds as well, and some of these work better than others. The sound of leaves being disturbed as you pass through some vegetation is a nice touch. But when you step near the Minigun, there's a protracted, metallic shrieking, and I can't figure out what the author intended its source to be. The ground there looks exactly the same as it does in other places that don't have that sound effect. Just one of life's many mysteries, I guess.

CAST: 2.0

You can expect to have some pretty good games in here, as DM-Sirea has a floor plan that works quite well. It's well connected, without any areas that get too spammy or frustrating dead ends. It does have some unusually long views for a map of this sort, so have your hitscan ready. Most of the map is split into two floors, generally with plenty of ways to move between them, so there is some z-axis action. Nothing too significant, mind you, so if you really like having lots of levels and fighting on uneven ground then you might find something to complain about here, but it didn't bother me at all. The layout is not at all difficult to learn, so you should be able to get into this map pretty quickly. (And this is coming from a guy with a horrible sense of direction.)

Movement through the map is quite simple and fluid. The level geometry is constructed in such a way that there's very little to get stuck on, and the author has BlockingVolumes all over the place to cover any potential hang-ups. There are only a few minor things here that I would have changed. First, the volumes around the Double Damage are a bit strange in that you can end up standing in midair a pretty significant distance above the ground. And the little meshes that wrap around the bases of trees don't seem to have any volumes or simplified collision models, so if you end up on one of those it can be rather awkward. But these are both places where you'll rarely find yourself in normal play, so it's not a big deal. I can't even remember how I managed to get myself into one of those tree holders

As for the item distribution, it's all right, though not without its flaws. What really struck me as I was playing the map is that there's a whole big part of it that I almost completely ignore: the large room with the Rocket Launcher. Hitscan weapons are more useful in DM-Sirea anyway, and the Shock Rifle, Lightning Gun, and Minigun are all on the other side of the map. That same side of the map also has the Flak Cannon and the Double Damage. These items are far enough apart from one another that you still need to be moving constantly - although the Shock and Lightning guns are too close in my opinion, and ought to have been separated more - but still, the disparity between one side of the map and the other is apparent. Unless you really want a Rocket Launcher, there's just no compelling reason to ever go near that part of the map. You can avoid it entirely and dominate.

Aside from those problems, though, the map plays well. I had a lot of fun testing it, and I'm sure others will enjoy it, too. There's just nothing that really sets the gameplay apart from a lot of other maps out there.


In short, DM-Sirea is a beautiful map with gameplay that's solidly above average, albeit with some room for improvement. CursedSoul has been waiting patiently for a review of this map for some time, and indeed I wish I'd seen it earlier. Judging by the number of comments here, it's already gotten a fair amount of attention, and deservedly so. It certainly has earned a spot in my collection.

Map Comments

09-05-2005 11:17 AM MDT
Rating: 8.5 
Oh it's Final? sweeeeet!

Great work Cursed_Soul nice and original good layout and flow and most importantly FUN!

09-05-2005 11:49 AM MDT
Rating: 9.5 
iv'e been in the ut community since the demo days of ut99. and have always hated DM. but after playing this map i am truely in LOVE.i for one is never been a fan of eyecandy, to me its all about the game play.but this map has it all. loosks and gameplay! keep up the great work.

09-12-2005 03:02 AM MDT
Rating: 7.5 
15.3 meg huh ?,hmm
Visualy speaking it seems brights are too bright and darks are a little dark and allthough it has looks,it makes it hard to see bots differentiate from backgrounds.(the brightness thing,I like more of a washed out opengl look,seems d3d has the contrast thing,and the way i set my monitor up)

As for a ut2004 map all is well,the long hall or sight is kinda cool,it's far enough away,but still be good for sniping and spying around.

And as for anything wich has to do made for wall dodging ,double jumping i hate ut2004 for that,so I cant say,only that there are things i ant get to like i want,unless i do a tripple rotate,double plunge sidekick ,kneejerk,float after i do a 3 spin double double jump before i do the tripple cartwheel dodge,heh.

Map is good
too big for fun.
awsomelooking ,sort of confusing to see bots well.
really nice,
just chop map in half and reduce (some) eyecandy.
FPS was just on the verge of being too slow,but it held up fine.

EDIT I would have to second hawkwind on this " earthy tones with fantastic shadow effects"

But the water still looks fidgety,a little too jello like still,and mabye too much motion for the spot it's in to create that motion,BUT making rendered water is a real bitch to get just right.

09-05-2005 12:20 PM MDT
Rating: 8 
I've seen this map in it's infancy... Too bad i couldn't beta test it. Stupid Cursed :P

Anyway, except for the cast, everything's pretty good, right up there with the best of today. The visuals are very good, but they don't hamper the flow or affect FPS as much - Playing at the max settings didn't give me any problems at all.

The build is also pretty good, although with my limited experience, i can't comment on this too much.

The cast is where it drops just a little bit - there are 2 areas where you can see from one end to the other, and for some reason, this doesn't really suit the flow. You can walk in a straight line for like 30 seconds, and for some reason, in a dm map that's supposed to be fast-paced, this doesn't really fit the map.

Anyhow, quality Cursed Soul work!

09-05-2005 12:34 PM MDT
Rating: 8 
It's really all good. Fantastic job CursedSoul :)

09-05-2005 01:36 PM MDT
Rating: 8 
nice map!
in some places the lighting could have used a bit more contrast and there are a few static meshes that you might have left without collision cause i tried to do dodgejumps on one of tjese ramps and the trim stopped me ^^ nothing big though.
i haven't played it with bots yet but it seems to have a pretty nice flow.
good job!!!

09-05-2005 02:14 PM MDT
Rating: 8.5 
I've been lucky enough to watch this map develop, and it has reached an awesome conclusion! With a nice, away from the norm theme, some beautiful architechture and plant work, and nice "big DM" gameplay, this one is without a doubt a keeper. Nothing more needs to be said. Get it. Now. What's next Cursed? I'm sure it'll be good!

09-05-2005 02:28 PM MDT
Rating: 9 
Well, I was one of them who beta tested it. Saw the first version, thought it was wierd but unique. After all the feedback he turned it around into a truly great map

09-05-2005 03:12 PM MDT
Rating: 8.5 
Beautiful map. The visuals are top notch. Very nice work done there.

The play is good too, though there are (still) a few things that I think could have improved it with regards to item placement. I see you moved the lightning gun like I suggested, and it is better where it is now than where it was, but overall I think pretty much all the weapons could have done with some shifting around. Both hitscan weapons are right near each other as are both shields, making the center area the only place you need to be. You can completely ignore the rocket launcher room, the minigun area, etc. because the center area has everything you need to pull off a win (weapons, shields, health).

Regardless, the map is still quite awesome, even with those long lines of sight. It's not very challenging against bots because of this "center control" issue as well as the size since bots suck at every weapon from a distance, but I'm sure online it will be quite good.

Nice job. :)

09-21-2005 01:06 PM MDT
Rating: 8.5 
Awesome eyecandy + A nice different layout + Fairly good bots + High framerates = DM-Sirea... :D
Everything is great, though I don't like the high line of sight in some places and such wide and long hallways, some of them totally disconnected from the map. The layout could have had more z-levels and liftjumps, but it's unique anyway.
Keep up the good work!

09-05-2005 03:50 PM MDT
Rating: 9 
I love this map! It's like a cross between DM-1on1-Idoma and DM-Rankin. Lots of cool shadows and visuals too. Great work!

09-05-2005 04:58 PM MDT
Rating: 7.5 
This map looks great, the architecture is really beatiful and the gameplay is decent.
Though I think this map could have been better, it misses something really original, something that makes this map unlike any other map.
This map doesn't really have that unfortunatly.
Thats why this is a really great, but still avarage map.

09-05-2005 07:00 PM MDT
Rating: 8 
Nice job! Had fun beta testing this one. It does a better job in places than some industrial maps I've played (texturing, smeshes and gameplay).

09-13-2005 06:33 AM MDT
Rating: 7.5 
The map looks fine and runs well. The only thing I didn't go for is some items are positioned in ways that break up the gameplay flow. Nice to see a bright and open environment....

09-06-2005 08:25 PM MDT
Rating: 9 
glad i could helped you,
This is your best work yet.

You beat me up to it, you really quick ass.

09-07-2005 04:46 AM MDT
Rating: 8 
nice, somehow the screens dont seem to show the map very well, but really nice looking ingame.

only complaint is its a bit big for me just like DM-Drathi

09-08-2005 05:43 AM MDT
Rating: 7.5 
Good map with very nice visualisations and construction, but gameplay is not so good and light is so clouds. But this is good work.

09-08-2005 05:13 PM MDT
My eyes are rotting out from all the eye candy!! W00t!! I likes in a big way. But, I notice that when playing, the bots get stuck near the water trying to get to the mini gun. They stand below the gun and look up. Other than that, it's great! PEACE!

09-11-2005 05:36 PM MDT
Rating: 9.5 
This map glows with overwhelming coolness.

09-11-2005 06:42 PM MDT
Rating: 8.5 
a really kick-a$$ DM level! gj man (you probably know me as sae-sho).
excellent gameplay, and , for this map i hesitate to use the words "eye-candy".
it's more like "eye-comfort food". earthy tones with fantastic shadow effects, and a great looking water volume.
you took a good idea and whittled it into a great map!

09-13-2005 06:42 AM MDT
Rating: 8 
Everything has been said above. Nice map!
I recommend to download this.

09-25-2005 12:21 PM MDT
Hey all :)

Thnx for the comments so far,
ill take everything in consideration for my next work.

Now I cant wait for a good review :)

edit: lol @ fordy.
thats prolly becouse of my gf, and schoolage.
ill do my best to get one out within a year, instead of a year and a little bit more lol :)

09-23-2005 06:12 PM MDT
Rating: 8 
One of the best map for 2k4 todate! Absolutely stunning visuals! Download now, it is a must.

As far as gameplay goes, the map has two problems:

1. It is too open. This isn't good because LG and shock are too good here.

2. While the layout is good, it is repetitive and consist mainly of rooms, corridors and ramps. There is no truly unique layout ideas here. That is why I give it only 8.

For your next map, try to get a truly unique and high playable layout. Also decrease the size a bit, so that it will better suit for duels.

09-24-2005 04:31 PM MDT
Rating: 8 
A visual treat! Looks great, plays great and manages to slighly distance itself from other maps with texture usage and custom meshes.

My only real problem is that CurseSoul takes far too long in getting these maps out ;)

10-02-2005 07:31 AM MDT
Rating: 8.5 
Finally played it long enough to post a rating!. Really very nice map with great gameplay and visuals, cant hardly say anything bad so download it now!
Good job :)

04-09-2006 02:37 PM MDT
CursedSoul: I'm sorry I didn't get to this review sooner. I've been spending most of my free time working on one of my own maps for the past week or two, so I haven't been reviewing much. I had a lot of fun with DM-Sirea though, and will be hanging onto it.

04-09-2006 09:34 PM MDT
Rating: 7.5 
Man good map. like others said- too big/open, bit of a vanilla feeling layout. Visually- good concept, well implemented... but i still know you can to way better dude ;)


04-29-2006 04:06 AM MDT
Rating: 8.5 
aesthetically it is very solid. there are only a couple bits around that look odd (notably the pipes with the bubbles travelling through...the glass pipes show that the metal pipes are not pipes and are actually solid). there is a ridiculous amount of work that has gone in to making this map look fantastic. there is an entire courtyard created with tens of thousands of polys used just for a single window for instance.

gameplay is solid as well. no, probably nothing out of the ordinary in terms of deathmatch gameplay dynamics, but this is not a negative point. it is just a solid map, through and through.

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