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NaliCity Mothership




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Map Info

GametypeUT Deathmatch
Date Added09-16-2005
File Version1.00
File Size1.49 mb
Player Count2 to 6
Map DescriptionTry it,it's a pretty snappy level for 1 on 1 or a max up to 6 or 8 players at the very very most.
Hope it isn't too bright nor too dark,and evreything is working properly.
This map was inspired by DM-Spacecage,wich is a whole lot different.
but check it out !
Review Rating --
User Rating6
Overall Rating --


No review currently available for this map.
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Map Comments

09-16-2005 01:50 PM MDT
Rating: 7 
Not the prettiest map to look at, and I dont like the movable boxes you have here and there, but gameplay is good for 2-4, nice tight map with lots of cover but nowhere to hide, just the kind of map I like.

09-16-2005 03:42 PM MDT
Rating: 7.5 
Nice map, runs & plays well...


09-16-2005 04:11 PM MDT
Rating: 6 
Well i know you can do better, you have some serious skills, having said that the map looks decent. gameplay wasn't great but it wasn't boring either. it was a fairly original idea. Bots played a very tough match good job there.
User Point:.5
Total score:6

09-16-2005 07:04 PM MDT
Rating: 5 
I enjoyed playing this one, somewhat plain on decoration, but who has time to look.

09-17-2005 12:58 AM MDT
Rating: 4 
This is a pretty good map, I enjoyed it.

09-17-2005 07:10 PM MDT
Rating: 7 
nice map, wonderful idea on the layout and the "trenchs". the bot use them against me very well.
i kind of liked the moveable boxes and cones
your lifts could have been more than just thin metal plates.
the weapon layout made for a very intense game, you have every weapon possible in there. the location of the sniper rifle, and espeacially so much ammo too, and having the Keg-o-health spawning right there made that high spot a little overpowering. of course, it gave me a chance of winning

09-18-2005 12:18 PM MDT
Rating: 5.5 
I played it

I think it was a better attempt from redfist compared to his other maps, but for some reason, the map had bad frame rates for me. and it wasn't like i expected.

09-18-2005 12:48 PM MDT
Rating: 5 
Simpe, spammy DM map. I had some fun playing this one, and that's all you can really ask of a map. But there are a lot of fun maps, and this one doesnt have the extras to make it a keeper, IMO. The visuals do the job, but leave a lot to be desired. Some nice curves, but there was a lot of empty blank space. The ambient sounds were used ok, but the cricket chirping drove me insane so I avoided that section of the map. The inclusion of the chainsaw was odd, and I couldnt find much of a reason for it.

Worth a Download and at least a play or two.

03-01-2006 11:48 PM MST
This level kinda happened,I did one first one,too funky,did a second one,then I had brush probs,then started over again for this one.

The spam and low fps I disagree,I bet with 4 players even,I could make it so you won't hit me (unless your lucky heh),BUT in there 4 seems like a lot,so I will stick to 1on1,but 4 players should be ok.

The low fps I kinda get your drift there,but total map polys is 742 polys ,and I did the STAT FPS thing.It or I could never get or see more than 200 polys,think looking down the stairs and trying to find the worst spot was 194 polys.

I think I blame nvidia,seems as if those cards are so dependant on your system and have a large fps swing,like i face a wall in there it's 180, turn around and it's 32.Voodoo card didn't flinch,but I think there is somthing up with them. , (or the drivers)

And hope you guys load this on some 1on1 rounds for servers,it's fun ,you really can't tell till the map is done.
I found a few minor probs ,and I could have done more ,I coulda added a ton of things,but I left it basic,but not ugly looking,kept color tones in the same area.
Hope it gets played !
Check it out !
And thanks all downloaders the comments are cool..............

lol, no shock is right ,i can explain one thing ,the trench i made just high enough so when you crouch you can move and they wont see you,is the reason for that hieght,but it's only good to a point but can have the suprise factor.
And ya i probably should of done a little more,the wall trims is a very good idea.
I think I was thinking that i wanted all the same wall texture per area to spot oponents better and faster,but the trim would of still worked.
Well the botpathing,just put the bots on adept and see how they do.The reason for the botpath mayhem was because of the trench,they act very wierd so i used the least amout of paths as i could,and they still hangout in there.
But it was an idea based off of DM-Spacecage, go try that one once too,but the walls were too tall there.
Hey man thanx,i still have to try your latest one,thanx again.

EDIT; I KEEP FORGETING to say, but "Ghostwheel" did some testing and helped my train of thought for this map.

"The way it's meant to be played".unr
Got a UT2004 version comming.Added a few things, but the speed of UT2004 is slower and even my small map play is sort of sluggish play.I's allmost done.
Also trying my hand at a "ripper" for ut04, allthough a slightly different mesh of the flak.

10-11-2005 06:29 PM MDT
redfist, u asked me to take a look at yer map, so i did, and I'll give it to ya as i see it. Overall it looks unfinished. huge unused top level, and yes looks bland. just thro a picture in the center of every big wall, and a decoration in blank corners of rooms. i would have put a sky overhead. amazing the difference a skybox just makes the map feel bigger.
The trenches should have been deep enough that u cant jump out.(except at ends) but at the same time hold a reason to jump in there. I spent most of my time just jumping accross the trench and if i did fall in i just jumped back out so it was nothing more than a minor inconvenience. Stair cases need trim on sides. alot of brick textures have a trim band at top or bottom. it would have looked more finished if u would have done that on the brick in the trench.
On the positive side, i did get lots of air off the lifts and combined with a full load of missles, is pretty fun to unleash on whomever be standing there..

Pathnoding! u need about 1 tenth the pathnodes that u have.
pathnoding is an art and the subtlest movement can alter the pathnoding.

in the editor: right click on the 3D window bar, go down to "view" then go to "paths". the lines u see appear are the connections between your pathnodes. yours looks like a pschizophrenics! in your map all u should see is a few blue lines, u have hundreds of red ones. the bots do get around but they would be more efficient if u cleaned up the pathnodes.

Lastly....NO SHOCK! alass i am a shock whore and was deprived of my fave weapon.
Keep mapping! I'd like to see what u do in the future.

11-24-2005 09:41 PM MST
Rating: 7 
I played the map for a while and in all seriousness nice work on the Pathing...much better than my first maps pathing. lol. anyway I give it a 7 cause it was a blast with 4 bots on Skilled. I woulda given higher if it didnt feel so constricted. and yea the moving boxes were a bit odd cause one min Im running through this one area and in the next its in the trench >.<
good lil map that Ill have no problem hosting on my server

NOTE: DO NOT play this map with Godlike bots....I did and the match was over (and Im not kidding) in less than 5 mins

03-19-2006 03:13 PM MST
Rating: 6.5 
It's okay.

A little bland, and a little jumpy on older machines, but still fun if you like constant intense action.

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