Uma análise descente dos Mapas da versão FULL (inglês)
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Interessante pra quem ainda não viu os mapas.
DM maps reviewed.
All maps are graded from 1-5, where 1 is the lowest and 5 is the highest. I have to inform you that I personally can't stand lowgrav as default in maps. We have a mutator for that. This is just for the DM maps. I might do the other gametypes later (they are IMO better mapwise).
Antalus: It looks fantastic and fortunately for us it also plays fantastic. The map invites the player to come up with innovative shortcuts and dodgejumps. It also has enough goodies to make all parts of the map important. For me its the signature DM map of UT2003. Rating: 5
Asbestos: One of the few hardcore DM maps in the game. Very nice flow to it and large enough to fit a 4 vs 4 without it being reduced to FFA play. In the full version its also pretty balanced (of course with redeemer off) since you don't get a RL in the megahealth room, making the obvious campspot less campable. Rating: 5
Compressed: It looks like a 2vs2 RA map, and plays like one because of the size and symmetry of the thing. .Too small for anything more than 4 players really, but I suspect it will be used as a TDM map in lack of better ones. Rating: (Strong) 3
Curse 3: Not really a favourite of mine in UT, and even less so here. You feel like you are playing in a straight jacket here. No room to dodge, dodgejump or even strafe. If it was twice the size it would play better than it does now. And the level looks like a plastic toy replica of He-mans castle. Rating: 2
Flux 2: The concept is pretty cool, a downed starship in an icey excavation site. This map really feels wrong without me being able to put my finger on it. The inner cube is rather uninspired, despite there being three layers there you never feel invited to use it for vertical fighting. The outer layer is only a corridor going around the cube. Guess it just doesn't have the kind of flow I expect in top notch DM levels. Rating: 2
Gael A remake of Morbias/Fractal reactor. Single room with two opposite elevators and a killing pit containing what few pickups there are on the maps. It always felt like a RA map, and played like one. Not really suitable for anything but goofing about, which is fine. It doesn't take itself that seriously, and shouldn't be used seriously. If they wanted to reuse the concept perhaps they should have added some twist to it. Rating:2
Inferno At first you think this is a good sized map, but then you discover that the flow is very weird and it never is that fun to play. Only saving grace is the liftjumpaction from RL/ASMD. People who like to crouch on a ledge and snipe will like it also since there are plenty of those. I think the theme was more important than the layout and flow on this one. Rating: 2
Insidious: Another simplistic RA map. While this shape and layout works ok in RA, it's completely pointless in DM. It's not even interesting in a 1on1. There are tonnes of identical maps around, and I expected Epic to be slightly more original. Rating: 1
Levithian: A Morbias remake... again? This is almost identical to Gael, except they replaced the elvators with ramps in each end. They crammed more weapons into the map too. But it plays exactly like a RA map, looks like a RA map and has the flow of a RA map. Its slightly more interesting compared to Gael, but not much. Very unoriginal layout, we have seen this map hundred times before. Rating: 2
Oceanic: The only DM map apart from Antalus and Asbestos that feels original in flow. It's too small for TDM but good for 1on1. Unfortunately there is no armour, vials or PU whatsoever on this map, making it very FFA in nature. It is a shame, because with some more thought to item placement it could have been the signature 1on1 map from this game. Now I wonder if it even will be used at all. Everything about this map screams of a 5, but this unfortunate omission makes it impossible to give it the highest grade. Rating: 4
Phobos 2. This map is one of the few decent sized maps in the game. Unfortunately the flow is pretty weak, with not that much interesting interconnection going on. You always think the fighting will be more interesting then they actually are. For some strange reason Inoxx decided to go crazy with jumppads and make lifts useless. And for some bizarre reason he made the top low grav. It does look great though. Rating: (Weak) 3
Plunge The spritual successor to Morpheus. Low grav galore, hitscan abuse, newbie magnet.I guess it can be a nice diversion jumping around in slowmotion being nailed by lightning gun or nailing people jumping around with ASMD prim. But I don't really consider it DM, in the same way WWF isn't a sport. It will find its niche crowd who will love it, I am sure. I kinda like the kiddie look of the whole thing. Totally useless map for anything serious though. Rating: (Strong) 2
Serpentine: Another map that is a one room solution. Looks like a RA map and plays like one. There isn't really any good flow in this map, and its never interesting to play it. The map maker made the hilarious mistake of having all spawnpoints on top of the labyrinth, so once you kill a guy you can basically stand on the health/armour spot and spawnrape him 4-5 times in succession. It never feels as original an idea as it think it is. Rating: 2
Tokara Forest: Looks like something from Myst, and unfortunately plays like it too. Massive low grav level that simply is no fun to play. I guess if you squeeze 20 people in here it will be suitably busy, but never really interesting. Lowgrav by default makes it the hitscanners paradise while everyone with ping of 100+ need not apply. Looks absolutely fantastic. Rating: 2
Training day: Yes, I know its not the most serious of levels. But it is one of the mandatory levels in single player and one of only 15 DM maps. If you didn't want people to complain about it Epic, then you shouldn't have included or had it as a mere tutorial level. Anyways, basic figure 8, no innovation whatsover. Even for an introductory level, it sucks. Rating: 1
Overall verdict DM maps: Too many small maps, too many gimmicky maps. Not enough hardcore DM maps where flow and gameplay is everything. Crap maps will always find its way into a game, but it was easier to accept the Fetids, Koos' and Pyramids of UT, since there were loads of good sized hardcore DM maps. Here everything is dwarfed and simplified. Most of the DM maps aren't designed to utilize the double jump and dodgejump at all, which is very sad. I really hope to see Epic get back to form when it comes to DM maps. We know they can make brilliant DM maps, and the three flashes of originality, flow and playability here just makes the rest more painful to play. I suggest the mapmakers load up their old fps games and look at what makes great maps great. It almost seems as most of the energy was spent on making good maps for the other gametypes, because they have an overall much higher level of originality and good mapmaking. Overall rating: 2.
Re: Uma análise descente dos Mapas da versão FULL (inglês)
UAHUAHUAHU Concordo com tudo!!! e a melhor parte eh essa:
pra quem não entende de Inglês o cara fala isso da Curse 3:
Originalmente enviada por Demolidor
Curse3: And the level looks like a plastic toy replica of He-mans castle. Rating: 2
E a Fase parece uma replica plástica de brinquedo do castelo do He-Man
Ja vi q os mapas standard nao terao o mesmo impacto de q os do UT1.....patches, patches....mapistas terao trabalho
A Curse 3 é nojenta mesmo
Vai ver por isso eu achei o UT2003 esquisito...
É esperar pra ver se saem uns mapas rlz ae...
concordo com o kra em partes...
tem uns mapas q deram nota ruim q sao bons
Podiam refazer a curse pq ficou uma merda...
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