DM-1on1Feroce - User Review

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

FreakinMeany

Booga booga boo!
Nov 20, 2001
448
1
0
Humid as hell, FL
www.mapraider.com
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.

---

dm-1on1ferocea.jpg


dm-1on1feroceb.jpg


dm-1on1ferocec.jpg


dm-1on1feroced.jpg
 
Last edited:

UnrealGrrl

Enemy flag carrier is Her!
Jun 16, 2000
1,696
6
36
www.unrealgrrl.com
im not much of a dm player and stay way away from 1v1 maps, so im not gonna comment on the actual map review, but onceagain like your style, you have an easily readable good voice, feels like your comfotable writing the reviews... goodluck :)
 

MoxNix

New Member
Dec 2, 2001
27
0
0
Visit site
Not half bad, looks pretty good and the poly count is tolerable, though it is pushing 300 up on the surrounding cliffs. That's the part I don't like about it, it's real easy to get on the cliffs and from up there, you can see most of the map all at once. There is no rifle available to take up there, so that's not as bad as it could be.

BTW, getting on the "roof portion of the ruin" is easy too. And most of the ways of getting onto the cliffs are from there.

Regards, MoxNix
 
Last edited:

FreakinMeany

Booga booga boo!
Nov 20, 2001
448
1
0
Humid as hell, FL
www.mapraider.com
Originally posted by MoxNix
Not half bad, looks pretty good and the poly count is tolerable, though it is pushing 300 up on the surrounding cliffs.

I don't think the author had cliff-down fighting in mind when he created this 1-on-1, which explains that count. Although as I mentioned in the review, it'd be cool if the map was extended to accommodate battling from at least the roof and maybe into the cliffs.
 

MoxNix

New Member
Dec 2, 2001
27
0
0
Visit site
"I don't think the author had cliff-down fighting in mind when he created this 1-on-1, which explains that count."

I agree, he probably didn't even think of it at all. If he had, he'd likely have made the cliffs higher or put in a blockall pawns actor to prevent access to them.

"Although as I mentioned in the review, it'd be cool if the map was extended to accommodate battling from at least the roof and maybe into the cliffs."

And my point is that anyone can do battle from the roof and cliffs now. It's incredibly easy to hammer jump onto either and the view from the cliffs is great. No-one can get up there without you seeing them. If they do try, you shouldn't have any trouble picking them off while they've got the hammer out and can't shoot back. Get up by 1 frag and camp the cliffs... Game over.

This IMO is a major flaw in what otherwise might be a pretty good 1v1 map.

BTW, I'm not disagreeing with your review. I actually thought your review was pretty good. Problem is there are a lot of lame players around and you can count on it they will be on those cliffs. :)

Regards, MoxNix
 
Last edited:

FreakinMeany

Booga booga boo!
Nov 20, 2001
448
1
0
Humid as hell, FL
www.mapraider.com
Originally posted by MoxNix
shouldn't have any trouble picking them off while they've got the hammer out and can't shoot back. Get up by 1 frag and camp the cliffs... Game over.
Well... get up there and try to camp when I'm in the game with you, and you'll have lobbed gernades, flak presents and shock explosions coming from all directions. Game over for you! :D

Yup, you're right about the lame players out there - thanks for the comments.
 

MoxNix

New Member
Dec 2, 2001
27
0
0
Visit site
"Well... get up there and try to camp when I'm in the game with you, and you'll have lobbed gernades, flak presents and shock explosions coming from all directions. Game over for you!"

I doubt it. Go up there sometime, you'll see what I mean. :)

Regards, MoxNix
 

Twrecks

Spectacularly Lucky
Mar 6, 2000
2,606
10
36
In Luxury
www.twrecks.info
Nice review F-n-B.
Architecture=haphazard
Lighting=washedout
Texturing seems to have been payed special attention to, though the multiple broken rug sections left me wanting a few corner pieces or atleast one end piece.
Can't really comment on the rest having not played the map.
A comment on your reviewing style:
Opening with a "summary"? why read on??
I think you mean an "Introduction".
I, myself open with some catch phrase, then an intro paragraph to the map with some attempt to describe it, nothing technical just facts, followed by a paragraph riddled with opinions, the schema with supporting sentence(s) for each item, then a summary paragraph. But that's me. well... most of the time.
I like what you have done, you're a good writer.
3 suggestions:
1. open with "Environment" to let the reader know what a "walk-though" is like, adding your comments as you do.
2. then enter "GamePlay" followed by your "Summary".
3. is not important, so I won't say it.
 

FreakinMeany

Booga booga boo!
Nov 20, 2001
448
1
0
Humid as hell, FL
www.mapraider.com
Originally posted by Twrecks
Nice review F-n-B.
Opening with a "summary"? why read on??
I, myself open with some catch phrase, then...
I like what you have done, you're a good writer.
3 suggestions:
1. open with "Environment" to let the reader know what a "walk-though" is like, adding your comments as you do.
2. then enter "GamePlay" followed by your "Summary".
3. is not important, so I won't say it.

Wow! Great feedback, thanks.

I open with the summary because in my experience, not everyone likes to read wordy reviews. They want the rank, a picture, and a brief overview. Some people want more. Maybe you're right about simply changing the header to "intro."

You're right about the lighting being washed out. I mentioned that in my review, although not in those words exactly :)

Your suggestion of reodering the sections is interesting - I'll be playing with that one for sure as it could help my problem of closing the review smoothly.

Thanks again for the comments, although suggestion number three worries me just a little <lol>