Dm The Lost Castle

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Dm The Lost Castle

  • Title : DM-TheLostCastle
  • Release Date : May ‘04
  • Filename :DMTheLostCastle.unr
  • Author : Flapjax
  • Description : Four Walled Castle (times three)
  • Other levels by author : DM-Mutiny, DM-Carceri, DM-CursedCrater, DM-TheQuagmireCube(coming spring ‘04),DM-Dycropolis(when converted from RTNP format), DM-Thoth’sRevenge(coming summer ‘04)

--- Play Information ---

  • Game : Unreal (orig)
  • Level Name : TheLostCastle
  • Single Player : (bots work)
  • Cooperative : not
  • Deathmatch : yes
  • Dark Match : not
  • New Sounds : not
  • New Graphics : not
  • New Music : not

Known bugs : have seen a few BSP issues d:-/ --- Construction ---

  • Editor(s) used :UnrealED (orig)
  • Base :
  • Author : Flapjax
  • Version : 226
  • Release Date : May 2004

Map-Dm The Lost Castle . . . Author Flapjax . . . Review by Xavious

Ah...big maps. Most of the time, these turn out to be full of large unoccupied areas and repetitive textures. this is simply because it is very hard to find enough inspiration to fill the whole map with innovation. Because of this, what Flapjax has done with this map is a very rare thing. It is actually good.

The first thing that will strike you in this map is the scale of the castle. It is huge. The map revolves around a huge hexagonal pit (about 1024 diameter), with 4 higher tiers of platforms and walkways, and a tower on each corner. Getting up to these higher tiers is easy, there are many lifts and stairs about. Getting down is equally as easy, obviously accomplished by a simple jump (although the bots are not quite this smart). The lifts are all inside the castle's walls, accessible from the many entrances to the castle. From the ground floor, where the pit is, there is a path with a lift that takes you right up to the 3rd tier.

The geometry and brushes are all fairly average, but consistently different enough to not be repetitive (the fall of most large maps). The highlight here is probably the lifts, a criss-cross of wooden blocks. The correlated walls surrounding the walkways offer good-enough cover against snipers (which is perfect, really) and add to the feel of the castle.

Weapon placement could have been better. Perhaps this is to keep players moving, but there is simply not enough weapons and ammo to sustain 8 players. Rather this map doesn't need so many players, because, depending on your play style, you will most enjoy walking around outside rather than in the castle walls. And almost every path leads back into the center of the map. Getting to a certain area can be hard, since the corridors can be so complicated. You may find yourself back where you started a lot.

Another thing that could use some improvement is the texturing. Although this map has an excuse (big maps take _days_ to texture to perfection), a little more time spent on it wouldn't have gone amiss. Many of the textures are cut by subtracted brushes in places which make them look fake. Some panning could have been used, or extra bits of geometry to even them out.

The main point that this map makes is that big maps can be just as detailed and involving as small maps. It proves this not only in its consistent innovation, but also in its flaws, like the textures. To make a perfect huge map would take months or years of work. The best example I can think of is Dm Agonizer.

Highlights - The cavern on the ground floor leading to the lift, the lifts themselves, the correlated walkway walls.

Lowlights - The spiral staircase, the extremely well executed but ,in the end, pointless secret in the lift.

  • Geometry - 9/10 Got to love them lifts...
  • Lighting - 8/10 Not special, but they serve their purpose perfectly.
  • textures - 7/10 Not so much an issue, but more time spent here would have been nice.
  • Inventory - 7/10 Depends on your play style.
  • Bots - Not tested.
  • Overall - 8/10


DMTheLostCastle-1.jpg DMTheLostCastle-2.jpg DMTheLostCastle-3.jpg