Difference between revisions of "Dm-Mordred"

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* Base                    : New Level
* Base                    : New Level
* Construction Time      : Getting longer and longer...
* Construction Time      : Getting longer and longer...
================================================================
Author's Notes
--------------
Sorta like DmEulogy, but not... I couldn't be bothered...
Version history
---------------
Changes since last version (1.01) :
* - Added a few things in the central chamber...
Changes since version 1.0 :
*
* - Adjusted lighting in parts of the map
* - Tweaked lift settings for faster movement/less stayopen time
================================================================


MAP
MAP

Latest revision as of 17:29, 29 September 2013

Dm-Mordred

  • Author  : BeWilderBeest
  • Game  : Unreal
  • Release Date  : 10th February 2002
  • Version  : 1.02
  • Filename  : DM-Mordred.unr
  • PlayerCount : 4-8
====================================================

Map Info


  • Level Name  : Mordred
  • Gametype  : Deathmatch
  • Difficulty Settings  : No
  • New Sounds  : No
  • New Graphics  : No
  • NewUnrealScript  : No
  • External DLLs  : None
  • Known bugs  : None

Construction


  • Editor(s) used  : UnrealEd
  • Base  : New Level
  • Construction Time  : Getting longer and longer...

MAP Dm-Mordred . . . . Author BeWilderBeest . . . . review by Unleaded

I have to admit I cheated somewhat, because I had already downloaded this map before I became a reviewer. But when I first opened it I found some pleasant surprises so I figured this would be a good first review.

Theme – The theme is a castle, and it’s very evident and consistent J

Consistency of Theme: 10

Geometry & Build - 10

The layout is awesome! Many weaves, has levels, a major room, and even though the room is filled with a pool it’s still anything but lackluster. The map has very nice additions of wood beams and support. The build is perfect, no misaligns, etc. No blocking or mirroring bsps, no major bsps found. Some might argue that the layout seems somewhat mazy, but he has put in a good number of ornamental textures as clues to where you are within the map that should serve as a good guide after a few plays. Texturing - 10

10 you say? What? He deserves it, great texture choices, excellent consistency, sizing is very good, and alignment appears near perfect as well. The detail wood texturing is always welcome by me for castle maps, they really add quite a bit. Take a look at the ceiling texturing as well, it’s very well aligned and looks great. He added some great detailing textures as well where you would expect them. He also did a great job in matching texture & geometry, so that the details in the brick textures are more realistic without many cutoffs in the middle of a brick row, which would make it look less realistic. I can’t say this is a 100% (and I will never inspect every wall), but I didn’t notice any major texture cutoffs at all. Weapon & Ammo Layout – 8

The weapons are easily spotted and easy to come across, there is some health added, but I did not see enough ammo, there should be more. I think there’s a tendency (and I know I’ve had it) to not distract from the great look of your map by adding ammo everywhere in it. But without enough ammo, it really takes away from the DM “playing” experience. Perhaps BudLite can make it a Mordred+ map. J No other issues within this category though. Lighting & Effects- 9

He hit all the marks, good lighting, and also did some special lighting effects as well, good use of cylinder lighting. He has light sources, excellent. Movers look and sound great. There aren’t any real “special” effects but this map doesn’t need any, as any put into the map might distract from its natural flow. You could have an effect in the pool room, perhaps have light descending (open up, as if the sunlight was breaking in) as you enter the area, as a special effect, but it really isn’t necessary, that would be just an effect I might add to make it even more interesting. He pathed the map! And well! Fantastic job! He also mixes up the light sources themselves, giving us both lamps and fire, making it much less monotonous than if the map just had 50 million lamps…


Other- there’s a hidden teleporter in the big room if you jump up with the jump boots in the middle of the pool you will hit it. I will be the first to tell you how much I “loathe” hidden teleporters, as they become cheats until everyone has “stumbled” upon them. Teleporters should ALWAYS have clear indications, and never hidden, putting a hidden teleporter in your map makes me think the mapper just wants to take advantage of a cheat that no one can figure out. This one is not a big cheat (like hiding behind a hidden wall, etc) it just gives you a vantage location on the above ledge. If you go up further you’re on the roof, but there’s nothing there so you’re not gaining any undue advantage by being on the roof. Pathways (teleporters) should never be invisible, what fun is it taking advantage of cheats just so you can win in your map? Being that this particular invisible teleporter doesn’t gain any real advantage (not too much) I didn’t take any points off for it. On the roof is a translator for various message spots within the map (take it or leave it, there’s no educational insights in the messages, at least give us some trivia, lol).


Although this map is as many would say “yet another” castle map, he does a very good job in incorporating a UT level design to a theme (castle) for the most part mappers end up making somewhat “blocky”. I’m not going to complain that he chose a castle theme, because whatever the mapper chooses as his theme is up to him/her. He did such a great job with the layout, that the castle theme really takes a backdoor anyway. Can’t wait to see his next map!


Verdict – One for the collection

Category – Castle maps

Ideal number of players – 4 to 8


Tech Review – A-rated

Play Review – Plays very well, pathed very well (bots played rather mean actually), could use more ammo - you may have to search for some and you may run out at times.

Special Highlights/Effects – I can’t say there are any, I would categorize this map as a very well done castle map with a very good layout that keeps you interested in exploring. A must have for castle fiends J


Level of Mapping Skills shown – Intermediate ++

Advice -

- Keep making maps like this (hopefully with different themes too J)

- Ammo!

- tay away from cheats or “hidden” unmarked elements *Yes- an Epic Pro put hidden walls in Curse (I wish he didn’t) but these hidden elements make the DM experience (as we have advanced today) an “unfun” one. So just say no! J

Rating – 9.00 (with adequate ammo this rating would be higher J)

DM-Mordred-1.jpg DM-Mordred-2.jpg DM-Mordred-3.jpg