Another CliffyB 0wnage pick! From CliffyB:
(Insert witty pun about this map being "slammin'")
Tuesdays have been a mixed bag for me lately. Buffy has been pretty uneven this season, and we're running low on the good coffee in the kitchen. It is cold outside and the bonus pack ain't done yet. Just when my mood couldn't get any worse along comes DM-Slam to make me a happy fellow.
Well, that and the fact that UNREAL 2 IS GOLD BABY!
Ahem. Back to the map. Some great Z axis fighting, and a great mix of custom with existing static meshes punch up the visuals a notch. This map is like the evolution of the Asbestos "factory" formula.
Go Aussie mappers! w00t
Here is our review: Let me start by quoting CliffyB “The architecture is a bit uninspired. I have taken ques from BR-Ice Fields DM-1-on-1 Alphu, DM-Asbestos and numerous other UT levels.” The map is adequate but for my taste, it borrows too heavily of prior maps. While the modeling is better than most, I would expect more from such an esteemed developer.
The map consists of a small bi-leveled indoor maze (the prison) and a small outdoor V or L shaped yard. Outside you will find a vehicle (the Bulldog) which at this time (since know one knows how to use it) servers no purpose.
The map runs an average of 65-70 Frames Per Second (FPS) in single player but dips to about 35–40 FPS during multiple online game play, with Highs in the 100 + range and lows in the 20’s.
No major problems to report, the bots ran fine and the map had no performance issues. Bot play was good but they have been reported as hanging up at times. The modeling was decent but the textures were not as crisp and clear as I would like. As I said, the map is better than most but not as good as I would have expected.
~ IconB ~
================================================================ DM-Slam ================================================================ Title :Slam Version :1.0 Release Date :Jan 9 2003 Filename :DM-Slam.ut2 Author(s) :Peter Respondek Email Address :email@example.com Other levels by author : UT DM-Serenity CTF-Rune DM-Syphon CTF-Tanker DM-Hectate Playtesters : Chris "Plutonic" Blundell Rogelio "Desperado" Olguin Cliff "Cliffyb" Bleszinski Eddy "Seth Angel" Respondek ================================================================ --- Play Information --- Game :Unreal Tournament 2003 Level Name :DM-Slam Single Player :w/bots New Sounds :No New Textures :yes (myLevel) New StaticMeshes/Models :yes (RahnemMesh.usx) New Unreal Script :No Know bugs :Bots get stuck in some areas. Recommended players :4 to 6 players ================================================================ --- Construction --- Editor used :UnrealED 3, Lightwave, 3D Studio Max, Photoshop. Construction Time :6 weeks ================================================================ --- Installation --- *.ut2 file in the UT2003/Maps directory *.usx file in the UT2003/StaticMeshes directory ================================================================ --- Author's Notes --- Description: ------------ "Once a work penitentiary, this complex was decommissioned after the solar system's second star exploded. The resulting super nova caused a massive climate change. A complex network of heating pipes were fitted to keep the prison viable, however nothing seemed to keep the planets bitter cold at bay. Finally, it was sold to the Liandri Corporation. It now stands as a relic of a past age and the playground of a new." Reflection: ----------- DM-Slam was design to be a revisit to the old style UT tdm level. Hopefully this map will fill the void until the bonus pack comes out. The architecture is a bit uninspired. I have taken ques from BR-Ice Fields DM-1-on-1 Alphu, DM-Asbestos and numerous other UT levels. I blame this on the fact that I was working to the deadline set by the Ozunreal/Perception competition. Competitors were only allowed 1 month to produce the best work they could. Over the past 2 weeks I have been adding a few bits and pieces that I wanted to add originally, but didn't get time to do. However, the map has not changed a whole lot for the beta. This map does not run as fast as I would have liked. This is not due to lack of optimisation however. The open layout of the level allows you to see a lot in one frame. Despite this have have never hit red-line in this map (below 20 fps) which isn't too bad in my opinion. In refletion, I really should have broken it up a bit more. Another affect of the open layout is that you are visible to at least one bot all of the time, which makes for a very high intense, high frag match. You won't get much time for a breather. This may appeal to some and repel others. I have added lots of health around the level at relatively equal spacing to prevent player frustration. Again, this is my own fault for not braking the level up. Just be prepared to respawn. Enjoy. Special Thanks: --------------- My brother, Eddy "Seth Angel" Respondek, who gave me a few ideas how improve the map and created some of the modified fill textures (I couldn't stop him). My beta testers, who provided me with some invaluable advice. Perception and Russell "Yeti" Whitehead for holding the competition. All the regulars on the Inforgrames boards. Digital Extremes and Epic Games. ================================================================ --- Copyright / Permissions --- This level is copyrighted by Peter Respondek. 2002 Authors may NOT use this level as a base to build additional levels. Custom Scripts, Static Meshes and Textures may not be used without authors permission. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this level through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. ---------------------- Unreal (R) Tournament 2003 (C) 2002 Epic Game, Inc. Raleigh, N.C. USA. Unreal and the Unreal Logo are registered trademarks of Epic Games, Inc. ALL RIGHTS RESERVED. Unreal Tournament was created by Digital Extremes in collaboration with Epic Games Inc. All trademarks are are the property of their respective owners.
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