DM-Nano by stevelois

Reviewed by foultzy.

The fabled map by stevelois finally finished after over a half a year of work.

Gameplay 22/30

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Needless to say, I was excited to get this one in. Play it for about a minute and you'll see his ambition through the project. It takes some good common ideas and less conventional approaches including the old platform jumping idea (put to good use though and not overused). Nice to see them evenly spaced and big enough to jump to without falling, though I would've recommended adding some extra element of danger if you did happen to fall which would also increase the risk vs. reward element.

Still, for the most part its general floorplan is a lot of fun, including a variety of room shapes including big rooms and long corridors. It's got some Z and it does well with what it's got. The pickup placement was alright and put in appropriate spots as well.

Being the hardened critic I am though, I've got my gripes too. Largely a bunch of minor issues, though worth mentioning. First is the Invulnerability and Invisibility. Invisibility isn't horrible considering his choice of weapons (you can clearly see them when they fire) and I always thought the Invulnerability was really cheap, and besides that, this isn't the best map for it anyways.

I'm also a jumping kind of guy being from the UT2003 generation, and it really bothered me with the number of instances around the map where it looked like I could make the jump, though I'd just miss it. There's quite a lot of these points, though also several you can make, so I wasn't feeling too good about that either. Even the center section, you can make it from some directions though not others. Bots did okay I thought--even getting the platform jumping down, though occasionally got stuck or couldn't always make it from a jumppad.

Overall, it's a really cool layout marred by several, in my opinion, kinda nasty flaws that unfortunately aren't even major fixes. If you can accept that though, you're in for a treat.

Construction and Performance 27/30 (Hardware)

To grade this on sheer performance is simply not right, because it's actually very good considering the outstanding map construction. (The sub-heading is a permanent change by the way) It's not one to make you look for it's construction quality, it just comes right out and shows you, and at that the performance is more than appropriate.

Eye Candy 20/25

This is no slouch in the visual department. Pretty much stock assets though with an alternative style, combining the tech and Necris sets and subtle lighting to create a unique looking and memorable map. It's bold and it goes all out. It generally looks fairly convincing--some areas not as much, though others are fantastic and everything is way above average.

It doesn't tend mix it up a whole lot (from the same general look). Most areas have similar mesh arrangements and also similar lighting, and while it's still easy to make your way around the map, I personally could've gone for a bit more visual variety too. Maybe not even changed from what it is now, just adding more dynamic elements like fluids (as in like water flowing in from somewhere or in adding the risk to the platform jumping). It doesn't look bad at all, it really looks great, I just think either more dynamic elements or variety could've helped it go even farther or made it feel more alive. Still, much more care and details has gone into these visuals than most other UT3 maps out there and it pays off.

The Details 15/15

I would have been highly surprised if he wouldn't have gotten the 15 here...

Final Score 84/100

A monster build of a map that almost reaches its full potential though still has some flaws left to iron out. Still, it's as downloadable of a map as you figured it would be, and it's incredible construction is the kind of stuff that inspires other mappers.

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  1. #1 by stevelois on November 14th, 2009 - 9:51 pm

    Hello foultzy,

    I just notice the review is finally here.

    I must say that I was expecting a higher score than this... not that I found it bad but because it's better in every aspect than my first map (DM-Station12). I can see I loose some points in the gameplay aspect. TBH, this is imho the strongest aspect of the map, specially in TDM where collecting the powerups make all the difference. The fact people like or dislike a powerup is very subjective, not objective. I took great care of placing items in specific places to bring the risk vs. reward aspect.

    Also, while I can add more 'dynamic' things into this map like you mention, it won't fit with the story. I do agree it would be more dynamic but is not appropriate base on the actual theme.

    In all, I appreciate your review & your vision of my work.

    THX for the review & I'm happy to add the link to my final thread :D

  2. #2 by Odedge on November 15th, 2009 - 8:03 am

    I have tested and played the map before this review. Overall, I can agree with what has been said, but it seems like the game play score is a bit low. Granted, it's not your typical hardcore death match layout, it still overs a nice variety of areas to fight in and the flow is really solid.

    A few minor issues about how far you can jump from here to there shouldn't hurt the score that much.

    As far the invincibility comment, I agree with you that's a cheap power-up in general (if you couldn't collect health/armor, it might be more balanced). That said, what kind of map does it belong in. Knowing Stevelois and how he likes TDM mode, it's in a good location. It's in the center of the map where there should be a lot of traffic, thus a lot of enemies, it's in a place where you need the jump boots (which are on the outer part of the map iirc).

    I would expect a higher score too. Not because it's better than his previous map, it's just better than a lot of maps in the UT 3 DM world.

    Reviews are always subjective (I think the only objective part is "The Details" section, which make sense). I myself am opinionated about maps and thus I would have a different opinion than others. Still, I like your explanation of why you didn't like things and it was a good read.

    This site offers a way to get some detailed feedback rather than the "nice map" and "looks good" comment.

  3. #3 by foultzy on November 15th, 2009 - 2:00 pm

    I do agree with you guys as well and I should've made some statement about the TDM aspect of it somewhere along the line (argh..) though don't fret over the score--I'm the harsher one I think, possibly more in line with Insite's scoring than Firefly at times. It does certainly play better in TDM (especially considering the powerups) and now I'm gonna regret not putting something in about it...

    I do understand what you guys are saying too. I wasn't totally looking for "dynamic" as much as just a tad something more to make this creation truly come alive. I felt like it could've used just some sort of little kick to push it over the edge and into the territory of the truly legendary maps of the UT world.

    In the end, my only major bug was the jumps, which tended to frustrate me quite a bit, as I said, coming from the jump-happy era of UT gamers. Still, I was highly impressed with it on the whole and it'll definitely be a keeper for me, and as I said, the incredible construction is going to really inspire many of our community's mappers to achieve great heights (including myself, who might just decide to take another shot at my old hobby). Looking forward to Aly!

  4. #4 by stevelois on November 15th, 2009 - 9:17 pm

    Well,

    Another thing I forgot to mention is that I was tempted to add some pipes with water leaks, or some sort of gas. still, I didn't put that because I wanted to stay true to "Nano" so that is why you have 4 types of them. It as been suggested by others mappers to put those things but by adding those "effects" or "varieties", it would impact FPS to much (by adding more particles & emitters) & would not be very appropriate. I didn't want to create a spaghetti maps lol

    I do understand your expectations about the "alive" aspect. Still, my goal was to make a sinister Necris map so I think I've reach my goal. A also understand some spots you can normally jump in 1 way but are able in the other way. This is intended because I force the player to move on predicted direction.

    So in the end, the score doesn't fret me. It's more the fact that I loose some points for things that are imho very personal & not objective. Others folks that aren't following the WIP & beta progress on Epic & just collect maps by coming here will think that my second map is worse than my first one which isn't the case.

    Speaking of Aly, I would appreciate if you can give it a round, feedback are always welcome :)

    THX mate.

  5. #5 by stevelois on November 15th, 2009 - 9:24 pm

    Damn... I just realize I made a mistake & since I can't edit my previous post when I said "A also understand some spots you can normally jump in 1 way but are able in the other way."

    I meant :

    I also understand some spots you can normally jump in 1 way but aren't able in the other way.

    Sorry for the double post & my English need improvements lol :D

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