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NaliCity Mothership




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Map Info

GametypeUT Deathmatch
Date Added05-22-2006
File Version1.00
File Size860 kb
Player Count2 - 4
Map Description This is a modified version of the map "DM-NaliForge" I did for the Theme Desighn Contest entry.

I had yellow and blue water troffs wich I took out, but I left the colored light.This layout (all solid walls) Nahand made for us to redo.This follows allmost exact to his sample map, size wise.

Also because of my pure contempt for the shockrifle and the combo, I dumbed down the shockrifle, so watch out.

I remade this for online play and this map is about 500 polys total.You might call this an "SE" version, Check it out !.
Review Rating6
User Rating7.5
Overall Rating7.0


ReviewerGnome and SapperAwe Score: 2.0/3
Date05-14-2008Build Score: 2.0/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 7.0/10

by redfist

AWE: 2.0
BUILD: 2.0
CAST: 2.0


GNOME:'s redfist! The last time we saw this guy we had reviewed his UT redition of the Quake map Necropolis.
SAPPER: As I recall, I didn't like that map. I believe I had mentioned I preferred Doom over Quake.
GNOME: Who cares? The past is the past. Can we at least agree that this map is better?

GNOME: The Nali are and ancient and peaceful race being wiped out by the Skaarj...or something.
SAPPER: Or something?
GNOME: You know, I only have played the maps, I never really followed the storyline so I'm making it up as a go. Anyway, deep in space on a far away fringe world of the old nali republic lies a small temple where Nali used to go to worship their gold Gods.
SAPPER: Heaven help me...

GNOME: I have to say that I rather liked the lighting in terms of color in this map. We're used to seeing an over abundance of neon green and sickly purple. The yellow and light blues hues were quite pleasant.
SAPPER: I'm not sure theme was entirely consistant. The size and position of the nali statues as well as the sporadic vegetation was without context. Seemed out of place.
GNOME: Texturing was simple but effective. And I do believe we have to point out that the use of those shiny gold tristuds were a particularly nice touch.

SAPPER: Despite the lack of anything advanced in this map like movers, events, or the need for any extra sound, the build was okay.
GNOME: Once again, use of the tristuds, and overall design of the map is quite fulfilling. The upper walkways are built on metal slats that are separated from each other and provide views above and below to help you track your target. Simply built, nothing too fancy, nothing to cause any sort of catastrophe like HOMs or 10k poly counts or anything like that. Good build.
SAPPER: There are a couple of dead ends beneath ramps and such but the rewards for going there are about equal to the price you'll pay when you turn around and find a shotgun pointed at you.
GNOME: There are no shotguns.
SAPPER: You know what I mean.

GNOME: The map is big enough to feel comfortable moving around, varied enough to know where you are and where to get your weapons and health once you know your way around, and still small enough to be a quick download and a high octane combat zone.
SAPPER: The bots were admirable at crowding the center and shooting up the place. They don't venture into the dead end areas very often though and therefore don't get the powerups like the keg. They're more interested in repainting the place so, look out.
GNOME: I found the weapon placement and choices very fitting throughout the map with one or two exceptions. Rocket launcher, ripper, sniper and bio are all upstairs. Personally, I don't think this map needs a sniper. All the rest of the weapons are downstairs. The only change I could see making here would be switching the rocket with the flak. As the flak, like the bio, are affected by gravity, both should be upstairs, while with the rocket downstairs, it would be an epic battle between the two players who pick up the rocket and the shock rifle.

GNOME: Thumbs up. Decent map.
SAPPER: It's a little above average but still not interesting enough to put on our regular rotation.

Map Comments

05-22-2006 11:19 AM MDT
Rating: 9 
wow, sucha good map. liked those wooden planks to walk on. could be fun to shoot ppl from betweetn them and those gold diamonds when they are leveling out

05-22-2006 12:43 PM MDT
Rating: 6.5 
It's an ok map. Nothing really special but plays well

01-23-2008 06:33 PM MST
Rating: 7 
I pwned Red_Fist in this map online once :) Was a good game.

Fun little map.

02-13-2008 10:40 PM MST
oh yea! Great to see you're improving redfist! This map looks Awesome! Gonna Download NAO!

05-24-2008 10:03 PM MDT
Wow, thanx for the review, the original version is in the "theme design contest Pack".But it had too many polys in the middle for snappy playing mappage.
Interesting about the gravity placing weapons, never thought about that making this level, great tip !.

The idea for calling it nalifringe, is that my idea for the other "forge" map was.The Nali figured out a way to take drops of blood from a slith and a skaar, in the center of the map was a clear chamber that the drips would flow in the water troffs to the center and combine.
While that was happening I wanted to use an exploding "effect" and each time a new nalifruit plant would grow in the center each drip of blood's would create a new nalifruit, hence "naliforge"

But keeping to the name and redoing it to DM I called it nalifringe.

The problem is you need to spawn a fruit each time but those fruit have an "animation" and somthing went wrong and did get it working but had a problem with collision, via useing a thingfactory.Can't remember exactly, but we had a deadline so I just muffed it, go try the theme pack version, all the, maps, the Pak came out pretty cool.

good job Gnome and Sapper

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