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DM-1on1-Remorc

 
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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 11:16 pm    Post subject: DM-1on1-Remorc Reply with quote



DM-1on1Remorc (UT)
MapAuthor: CyberTrooper
Date Reviewed: 11 February 2002
Reviewer: lophead



CyberTrooper (a member of Team Phalanx), has created a decent yet somewhat inconsistent map. Looking at some of the individual screenshots you would get the impression that this is a fairly professional and polished attempt. And indeed this is the case in some areas, but definitely not in other places, and Ill explain why.

From the name of the map, you would assume that this is a one on one map. However I was confused when I got into UT to find that the author recommends 4 players. This recommendation proved to be fairly accurate, as the map was just a little spacious for only two players, which makes me wonder about the title. So as suggested I started with four players including me, and the gameplay was quite good. The bots traversed the ramps, tunnels and rooms quite well. I felt weapon placement was a little iffy but did the job nevertheless. The only problem I really had with layout was his use of portals/transporters. Personally I believe many mappers use these cool devices with the wrong intentions in mind. It seems he uses it in this instance in order to fix the problem of flow that a dead end creates.

One of the problems I think this map suffers from is the classic "room --> corridor --> room" epidemic. Its not so blatantly obvious with some impressive pillars and architecture, and I give the author credit for this. However, I do feel he has just filled up these subtracted cubes. I really was impressed with some of the brushwork in that can be seen in the main screenshot. And it is the parts of the map that continue this sort of "theme" that I like. Its where the map gets a little sloppy that I felt lets it down. The biggest offender I think is the outdoor section. Its just too bland. It also seems out of place and as a sort of token gesture, something I think the level could have done without.

The lighting in this map is quite impressive. The skybox works well and the lighting is adjustably suitable in rooms that show the sky. The coloured lighting was executed well, and there is an obvious sense of a realistic light source. But I think some of the lights lens flares were a tad out of proportions (like the small light switches that emit almost a blinding glare). I found the authors detailing to be of a very solid standard. Things like fallen beams, tiles, and wires all give parts of the map a very professional feel. I did find a few misaligned textures, where I think the author just got a tad lazy.

This creation isnt too large, which is always a bonus for users with low-end systems. The poly count doesnt get too high, and I noticed no apparent slowdowns.

Bottom Line: This map actually is a lot of fun, with reasonably intense action at times. However, it is in the apparent inconsistencies of visual detail that lets this map down. But if this doesnt worry you, Im sure youll find lots of enjoyment playing this map which

Score: 6.5
Average User Score: 6.2 (2 scores)
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