Posts Tagged ‘UT3’
WAR-Nerok v1.1 by Veng3ance
Posted by: foultzy in Uncategorized on November 18th, 2009
Reviewed by foultzy.
Fighting it out in the snowy mining colonies of Endotermik III.
Gameplay 13/30
It's a Warfare map that takes a much more wide open approach than most do. It's a cool change of pace actually, and the snowy section ends up playing like a sci-fi version of Battlefield 2, and best of all, the UT3 vehicles provided also work well and give a range of options for the player to choose from. It's a lot of fun, though not really unbalanced still, to just fly around and blast puny targets with the Cicadas and wreak havoc in land vehicles. This is the kind of map that you'll play just for the sake of screwing around because the concept just makes for mindless fun. He even included a Pulse Rifle which I really like to play with.
Trying to play it like a Warfare map is rather awkward though. Not necessarily the Battlefield-esque gameplay, though the odd layout that I personally had quite a bit of trouble following. There are the above ground snowy sections and the underground cave sections, though they feel very separated from each other. There are certain points where you can go from one to the other though they're few and far between in a big map like this. The floorplan occasionally makes sense though not always. Its Battlefield-ness escalates when you notice there's no player-reachable power core and that holding nodes is actually what decreases the power core's energy (as in Battlefield's tickets).
The above ground section is mostly just snowy ground and some ice with the big wide open terrain and very few indoor passages. The cave sections are far more complex structurally and more carefully constructed, with twisting and turning walkways and enemies that could come from multiple directions. I often found myself taking the cave routes for serious play and the snowy areas for just plain mayhem, though the snowy parts have some particular issues--specifically vehicles. The indoor passages are often times just seemingly big enough to make it through though it's really tight trying to fit through and the water you may have to cross spells instant death.
Bots do decently, though whether they passed their driving test or not is questionable most times. They're reckless and senseless drivers and will do whatever gets the job done. They seem fairly confused many times, though again, they were alright and made good viable opponents. One problem with the pathing network though is many of the spawn points which often have nasty drops.
Not to really be addressed here, though the exceedingly high brightness of the snow made it difficult for me to easily navigate, and gusts will occasionally come in obscuring your view tremendously. In addition, there's a weird, apparently intentional, thing with the Shield Belt where you have to quickly dodge or you will end up gibbed half the time. Players getting the map for server play though won't understand what this is and I'm really not sure about the idea behind this myself.
Collision was also a fairly big issue with random objects just not plain having any or having trouble navigating vehicles through small paths. The biggest issue though (in my opinion) is that if there was no minimap I'd be completely lost the whole entire time, which hurts the planning involved in taking one of these nodes in a team game too.
Construction and Performance 11/30 (Hardware)
Again, very iffy here. The large emitters in the snow section I think are the culprits for its really poor framerate, though the seemingly much more advanced underground area performs almost twice as well (though still not all that well).
Eye Candy 12/25
A mixed bag if there ever was such a thing. Bleached white snow is really hard to navigate around, besides the fact that it just appears too white and you can only see the texture in shadows. The mesh setup looks alright up top though the textures look stretched or often times boring and uninteresting choices, and it's overly simple and plain looking.
Culling is a huge issue here, and structural meshes will appear right before your very eyes (sometimes almost literally) out of nowhere and they're really big meshes too. The gusts are even worse--a logical effect yeah, though it makes it so much worse to navigate and fight in, let alone find your very destinations.
On the other hand, I was extremely surprised when I could finally locate this isolated cave area, and it looks so much better than the unremarkable snowy areas. In fact, it really looks great down there! Finally an appropriate use for ground-level HeightFog, modified stock textures, much better mesh arrangements and lighting and even culling. (Still extremely obvious draw-in, though much less serious anyways.) The little flying things that whiz by perfectly smoothly--what a great (and unique) touch! This section isn't perfect either, though it is still a great cave design and at times I almost wished the whole map was like that.
The Details 15/15
He's got it all here.
Final Score 51/100
A lot of tough scores to decide on considering the huge contrast within the map itself, from the unimpressive snowy terrain to the surprisingly impressive caves. There's a lot of interactive type material and scripting though some of it makes very little sense and other stabs at it might come off as novelty. Keep the ideas flowing, though not every idea can make it. You might find some fun in it, though my guess is that it might not always be the Warfare gameplay as much as its open Battlefield-type tendencies and potentially mayhemic nature. Not bad, though it still needs some more work.
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DM-Nano by stevelois
Posted by: foultzy in Uncategorized on November 14th, 2009
Reviewed by foultzy.
The fabled map by stevelois finally finished after over a half a year of work.
Gameplay 22/30
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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(UT3) DM-Nano Review
Yes, stevelois's long-awaited Nano. It's got irks to it though it's still that extremely well constructed map you had expected it to be.
Sorry for taking so long to put this out! Hit a rough patch though I hope to get the next couple reviews up much sooner. All your map submissions will get their reviews! (promise!)
DM-Gretsch by Drummer.unr
Posted by: foultzy in Uncategorized on November 3rd, 2009
Reviewed by foultzy.
Fight it out in the Aztec temple of Gretsch.
Gameplay 24/30
At first it didn't really click with me, though after playing it some more and understanding how it all worked, I discovered the fun under the design and I had a fun time with it. There's odder design choices and familiar ones. There's even a green pool of hazardous liquid that you have to walk alongside (as in Deck16). It's weird if you think about it, yet very comprehensible and enjoyable and that's what really matters. I was thoroughly impressed with the gameplay techniques and the floorplan as well.
The bots know how to run the map and they can make a nasty opposition on the upper levels. Though they tend to bunch up in certain spots and don't pursue the double damage, I had a good time with them. It's a great, fun map, with perhaps a few minor oversights. The biggest involves the partially open gates coming down from the ceiling, which have large enough gaps between the bars to translocate (in some cases, jump) inbetween and camp there. Still, a few little flaws won't bring it down much.
Performance 23/30 (Hardware)
Unfortunately, not up to the expectations of most HOLP maps, and it'd drop at points into the low 80's without any firefights and the lower 60's during one. Of course, that's still smooth on mine, though older systems might not play it as well as most maps from the HOLP packs themselves.
Eye Candy 19/25
It's certainly HOLP-style, though it makes nice use of it. It kind of reminds me of the original Unreal's single-player levels in the way it looks, with the ancient look modernized with common HOLP visual traits like intense sunlight streaming in from open parts of the ceiling. Some will think the bloom is a little strong, though I still think it's a good use of post-processing, which most maps styled in this manner tend to shy away from.
It's nice-looking, even with a slight fantasy edge to it given the decorative objects dotted around the map. It mixes up the visuals in certain spots though the wall textures are fairly repetitive especially which always tends to itch at a guy like me. The colors are consistent throughout though I would've experimented with some more colored lighting, again, to break up the repetition.
The Details 13/15
All here technically--I think he really could've made a much deeper backstory for it though (which it still hardly has one at all), especially with the flexible thematic material.
Final Score 79/100
A pretty nice map with a successful unconventional style. It's got some rather noticeable flaws, though they really don't truly keep it from being the fun map that it is.
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