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DM-1on1-Rinha

 
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{OCA}nix
Where's Nix?
Where's Nix?


Joined: 17 Apr 2002
Posts: 1299

Location: Hannover/Germany

PostPosted: Sat Feb 19, 2005 11:18 pm    Post subject: DM-1on1-Rinha Reply with quote



DM-1on1-Rinha (UT)
MapAuthor: MisterRioes
Date Reviewed: 27 August 2003
Reviewer: Rainman



Thomas “MisterRioes” Grimm, who is no stranger to the unreal community (just check out his addition to TheimperialOne map pack), comes at us with a fine 1-on-1 level that makes me happy and sad at the same time. Which happens a lot, so don’t worry. Smile

DM-1on1-Rinha is an ancient level that (surprise) uses the Ancient texture set, and pulls it off very well. Considering the amount of crappy ancient maps out there, it’s nice to have a person pull out a good map to lift our spirits and give us something to look forward too. There was a great amount of detail work that went into this map, and it certainly pays off in the form of some much-appreciated atmosphere. This level could have used a backstory (like most every level), but it holds it’s own as a standalone map. When navigating this small map, I get the feeling that the ceiling is ready to collapse from the thunderstorm looming overhead. While I am on the subject, I might as well comment on the excellent job MisterRios did creating a nice pulsing skybox with accompanying sounds to create the illusion of thunder. It may sound easy (or not), but a lot of authors will throw thunder in and have it just go nuts, flashing every second and literally going out of control, but Mr. Grimm does a fine job of containing it to a realistic level while still making you believe there is hell of a storm outside.

This particular level has a unique look to it because of the sheer detail that went into the walls and supports. Not only are some of them very well crafted, but also they have been eroded in places, with many stones out of place. Granted, a simple cube brush was used to make most, if not all, of the out-of-place stones, but when you see the amount missing you will understand that these ruins are in……well..…ruins? Smile An over-the-top visual effect that could have been maintained a little better was the use of coronas. I love coronas, but not when you can see 12 or so in one hallway. I’m not saying the author should have eliminated the “eye” coronas (you’ll see what I mean when you play it) but he should have maybe dimmed those particular lights down a bit, as it can overwhelm the eyes at times.

One minor gripe I have about the level is the inclusion of the shield belt. I do not believe that anything larger than the basic armor should be used in a level where the author has intentionally designed the map for 1-on-1 purposes. A 1-on-1 match should not be a race to the shield belt, but instead be a fight to the death. However, I do agree with placing the shield belt in a place that can only be accessed through the use of an impact jump (bots do it too!), because at least that way you take a little damage (unless you grab the thigh pads first, which are in the same room). Sad I like the idea of the major weapons being in corners of the map, as you should have to go a little out of your way to get more powerful weapons, but in a map this small (basically two rooms) there were too many weapons placed to suite my tastes. In the text file, the author claims that there are no known bugs, and I didn’t run into any either, with the exception of two very small BSP holes. You see, the author placed Zone Portals on the exact same plane as two out-of-position bricks, and that caused a couple of BSP holes that are hardly noticeable during intense play, and there will be a lot of intense play.

There are some interesting techniques that can be used in this level, but unfortunately there could have been many more available had the author included more z-axis play. Only half of the level contains any z-axis play, while the other half contains zero, and while it manages to work because the level is so small, a larger opposite half could have allowed for some easy z-axis additions. I know it sounds like I don’t like this map because of my constant complaining, but rest assured, that when you have to nitpick such small problems, you know the map must have been executed well in most other areas. The bot play is excellent, and should provide a good challenge no matter what difficulty you play at. And the flak allows for some cool around-the-corner kills. Sounds were added accordingly to appropriate places (even if the fire torches were a bit too loud, considering the flame size). If all the above things were changed and the map was a little bigger, we would be looking at something close to ownage.

Bottom Line: Bottom Line: If you love 1-on-1 matches (and I do), you will find a LOT of fun to be had in this level, especially if you can excuse a few minor problems. I just wish more thought were put into game play, rather than visuals, but I guess we all wish that

Score: 7.0
Average User Score: 6.7 (2 scores)
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