Name: DM-1on1Feroce
http://nalicity.beyondunreal.com/dl.php/nalicity/utdm/dm-1on1feroce.zip
Author: Daniel "Mclane" Pflugbeil (MClane@planetunreal.com)
Reviewer: John "Freakin' Bastard" Dailey (freakinbastard@mac.com)
-[ Summary ]-----------------------------
I'm a sucker for 1-on-1 deathmatch maps, and when a good one comes along, I take note and add it to my list of regulars. DM-1on1Feroce is no exception. It's the little brother of another tight deathmatch map known as DM-Feroce created by the same author.
A somewhat fortress-themed ruin stuck in what feels like a huge volcanic crater, 1on1Feroce is indeed as the name implies, fierce. Its non-stop, don't breath, hyperific frag action will get your heart racing and your fingers twitching on the directional keys of your keyboard like never before.
-[ Game Play ]-----------------------------
Fierce fun! I've had this map installed almost since it was originally released and I still haven't gotten tired of it. I doubt I will any time soon as each time I play it, I find myself mentally noting how well it's constructed and how fun it is. As a bonus, it's just the right size to accommodate a fierce 1-on-1 and an even more fierce small group of players.
Now, this is obviously a small map, but Daniel has not abandoned playability while scaling it down from DM-Feroce. Both node and polycounts stay well under 250 during the entire match, and although there are some minor snags and extra stuff (read: leftovers) that remain from the larger version of this map, their effect on game play is negligible.
Examination shows that there's nothing overly fantastic about the pathnoding, but the bots take what's given them and use it well. They pursue multiple routes to and from the same objects and jump from higher points to lower levels. Some of these actions have more to do with luck rather than reason though, as in the case of the hallway window in the crater wall (the bots in this case are actually attempting to get to a navigation point off in the distance rather than down on the ground - suicide if there were a trap below the window). Regardless, even with this slight predictability, they still perform well, especially at the higher skill levels.
Most of the time you move through the map in one continuing motion whose course can be altered easily at any given moment. Flow is interrupted only by a few things such as the dead-end corridor with only windows to jump out of and health in an alcove that can leave you dead should an opponent find you there. Thankfully it doesn't ruin the map entirely as there are more readily available health and weapons options available most of the time.
While maneuvering through the map, items are found strategically placed, and not all of UT's arsenal is available. Only the armor and knee pad power-ups are offered, allowing for protection without unbalancing the game (such as if the shield belt, health and damage amplifier had been provided). There are no boots though, and it's a shame in my opinion since some even more unique z-axis opportunities would be available from the "roof" portion of the ruin.
-[ Environment ]-----------------------------
The theme of DM-1on1Feroce is carried out very well and thoroughly. Some may argue that it's been done before, but that would simply reside in the fact that the texture has been used before.
Superb architecture accounts for the map's great flow and is detailed in just the right places as to keep the node/polycount low while giving some extra goodies to look at. Such is the case with the contrast of wooden support beams with brick foundation. I particularly enjoy the quad-level, ramp style architecture with missing bricks and the well-built single lift in the map that actually looks like something that works rather than a square platform you hitch a ride on.
Yes we've seen these textures before, but in DM-1on1Feroce it's used well and there are some niceties added as a final touch. A slight red overcast caused by the lighting helps alleviate some of that "I've seen this texture 100 times" syndrome. And the use of ivy, moss and cobwebs to decorate the walls and ground is done well (although some lily pads are aligned weird on the main ground area). I particularly like the abundance of heavy-gauge metal chains anchored on the ceiling of the lower floor of the map.
For luminance, it is unfortunate that the maps overall lightness seems to hide the fact that the lights are well-sourced. And it appears that the time is of the twilight hour, yet there aren't a lot of shadows or dark areas to play surprise on your opponent.
There's a few ambient sounds to catch your attention. Fire crackles and wind blows, but it's just obligatory stuff, and compared to the shrieking bats of the map that this is based on, I found myself wanting just a smidgen more for my ears to enjoy.
All things considered, DM-1on1Feroce is in my opinion, a great 1-on-1 style deathmatch map that you should definitely check out.
-[ Rating ]-----------------------------
Until I get my act in gear, I've left my numbers off this review (but off the record I'd probably rate it a 6 for 1-on-1). Feedback is welcome.
---
http://nalicity.beyondunreal.com/dl.php/nalicity/utdm/dm-1on1feroce.zip
Author: Daniel "Mclane" Pflugbeil (MClane@planetunreal.com)
Reviewer: John "Freakin' Bastard" Dailey (freakinbastard@mac.com)
-[ Summary ]-----------------------------
I'm a sucker for 1-on-1 deathmatch maps, and when a good one comes along, I take note and add it to my list of regulars. DM-1on1Feroce is no exception. It's the little brother of another tight deathmatch map known as DM-Feroce created by the same author.
A somewhat fortress-themed ruin stuck in what feels like a huge volcanic crater, 1on1Feroce is indeed as the name implies, fierce. Its non-stop, don't breath, hyperific frag action will get your heart racing and your fingers twitching on the directional keys of your keyboard like never before.
-[ Game Play ]-----------------------------
Fierce fun! I've had this map installed almost since it was originally released and I still haven't gotten tired of it. I doubt I will any time soon as each time I play it, I find myself mentally noting how well it's constructed and how fun it is. As a bonus, it's just the right size to accommodate a fierce 1-on-1 and an even more fierce small group of players.
Now, this is obviously a small map, but Daniel has not abandoned playability while scaling it down from DM-Feroce. Both node and polycounts stay well under 250 during the entire match, and although there are some minor snags and extra stuff (read: leftovers) that remain from the larger version of this map, their effect on game play is negligible.
Examination shows that there's nothing overly fantastic about the pathnoding, but the bots take what's given them and use it well. They pursue multiple routes to and from the same objects and jump from higher points to lower levels. Some of these actions have more to do with luck rather than reason though, as in the case of the hallway window in the crater wall (the bots in this case are actually attempting to get to a navigation point off in the distance rather than down on the ground - suicide if there were a trap below the window). Regardless, even with this slight predictability, they still perform well, especially at the higher skill levels.
Most of the time you move through the map in one continuing motion whose course can be altered easily at any given moment. Flow is interrupted only by a few things such as the dead-end corridor with only windows to jump out of and health in an alcove that can leave you dead should an opponent find you there. Thankfully it doesn't ruin the map entirely as there are more readily available health and weapons options available most of the time.
While maneuvering through the map, items are found strategically placed, and not all of UT's arsenal is available. Only the armor and knee pad power-ups are offered, allowing for protection without unbalancing the game (such as if the shield belt, health and damage amplifier had been provided). There are no boots though, and it's a shame in my opinion since some even more unique z-axis opportunities would be available from the "roof" portion of the ruin.
-[ Environment ]-----------------------------
The theme of DM-1on1Feroce is carried out very well and thoroughly. Some may argue that it's been done before, but that would simply reside in the fact that the texture has been used before.
Superb architecture accounts for the map's great flow and is detailed in just the right places as to keep the node/polycount low while giving some extra goodies to look at. Such is the case with the contrast of wooden support beams with brick foundation. I particularly enjoy the quad-level, ramp style architecture with missing bricks and the well-built single lift in the map that actually looks like something that works rather than a square platform you hitch a ride on.
Yes we've seen these textures before, but in DM-1on1Feroce it's used well and there are some niceties added as a final touch. A slight red overcast caused by the lighting helps alleviate some of that "I've seen this texture 100 times" syndrome. And the use of ivy, moss and cobwebs to decorate the walls and ground is done well (although some lily pads are aligned weird on the main ground area). I particularly like the abundance of heavy-gauge metal chains anchored on the ceiling of the lower floor of the map.
For luminance, it is unfortunate that the maps overall lightness seems to hide the fact that the lights are well-sourced. And it appears that the time is of the twilight hour, yet there aren't a lot of shadows or dark areas to play surprise on your opponent.
There's a few ambient sounds to catch your attention. Fire crackles and wind blows, but it's just obligatory stuff, and compared to the shrieking bats of the map that this is based on, I found myself wanting just a smidgen more for my ears to enjoy.
All things considered, DM-1on1Feroce is in my opinion, a great 1-on-1 style deathmatch map that you should definitely check out.
-[ Rating ]-----------------------------
Until I get my act in gear, I've left my numbers off this review (but off the record I'd probably rate it a 6 for 1-on-1). Feedback is welcome.
---
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