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UCMP Map Pack - The Rest (UT2004)

Map Author: UCMP Team
Download Here! (99.99 MB)
Date Reviewed: 23 May 2005
Reviewer: T2A`

What does everyone love? New maps for their favorite game. What do people love even more than that? New maps for their favorite game that don't suck. What, pray tell, could people possibly love even more than that (besides encounters with those strange fleshy beings out there in Real Life™)? Map packs! That's right. Nothing is better than downloading a whole pack of maps because there's so much new stuff you can't wait to try out. Here at Insite, we've reviewed a few map packs, and this occasion marks another. Following this intro paragraph, which I know you're reading attentively, will be half our review of the Ultimate Community Map Pack Volume 1, or UCMP for short. Quite a title for a map pack, but does it really own up to its name? Taleweaver and I will be dissecting the thirteen maps therein (eight DM, three CTF, one DOM, one ONS) to find out, which you should already know, because I know you've read Taleweaver's section already. He took the DM maps, whilst I'm mopping up the rest. Let's get to it...

CTF-UCMP-Aithanarid - Score: 8.5 [screenshot]
I'm going to vote this map as the least expected piece of awesomeness because that's what it was for me. I've never heard of the map author, SaKa, before, but it's apparent he's got some skills under his belt. This map is chock full of custom content (all of it is, I believe) and provides us two large castles of sorts set inside stone cliffs and connected to each other by five perilous bridges over a deadly river. To put it bluntly, the map is gorgeous. The textures and meshes all go perfectly together, though the textures could have been a bit higher in resolution. The level reminds me of something that you'd see in a Lord of the Rings movie (forgive me if that's what it's supposed to be portraying; my LotR knowledge is nonexistent). I don't really know what else to say about the visuals; they're all awesome and map looks great.

Gameplay is good, though it can tend to be a bit slow, as is always the case when maps have large areas to explore near the flags. A good flag runner will use all of this space and will make himself as scarce as possible, which this map allows fairly nicely. There's a jump pad up to the flag, and while that's fun and all, it makes the defenders' job easy as pie, especially with that damned shock rifle sitting right next to the flag. Don't expect to make a getaway with the flag without totally clearing the place out first. The bridges are dangerous places on which to run about, and that makes the map all the more fun. Running backwards while trying to peg people chasing you when you've got the flag can be detrimental to your health (and ego) if you misstep and plummet into the waters below, so make sure you watch where you're going, because those bridges aren't straight! All in all, it's a very enjoyable map.

CTF-UCMP-Aquatica - Score: 8.5 [screenshot]
Time and time again, Jos "Sjosz" Hendricks has proven his UnrealEd prowess in the form of awesome-looking maps, and he's done it yet again. Going by the name, you'd assume this map had something to do with water, and you'd be correct. In particular, this CTF arena takes place in a laboratory resting on the bottom of the sea. Very technological in its design, it looks just like you'd expect an under-ocean structure to look, complete with futuristically-styled walls and floors and machines that do God knows what. Sjosz is pretty much a master at theme, and once again, he's pulled it off magnificently. The experience is very believable and that makes the map all that more fun to play. Given that I have such a keen eye and all, I did notice the architecture of this map is very similar to one of his earlier works, but I'm not going to hold it against him. Especially considering some of the very nice touches he included, ranging from a nice underwater scene outside and windows that crack when shot to spinning lights in the spawn areas. I don't even know how he made those lights. Dynamic lighting was disabled in this game, yet, there it is. Kudos, brother. The sound in a map has a lot to do with the feeling a map gives you, and Sjosz also did a great job making sure it conveyed the right feel, which the nice music only furthers.

All the time spent on the visuals was not done without proper consideration of the gameplay. I'll admit that I wasn't expecting anything great when I first launched the map, but I was in for a nice surprise, as the map plays very well. It's got some Z-axis action, multiple paths, nice camping areas, and pretty good weapon balance. With multiple paths, some maps tend to get confusing (remember Coret? I shudder when I think of that map!), but not this one. It's simple: there's a high path, a middle one, and a lower one. Can't get much simpler than that, can it? All of the paths deposit out into a main central room, which is where you'll find a rocket launcher and the damage amp. You'll spawn in one of two side rooms next to your flag where a bio rifle and link gun will be available if you feel you have time to grab them. With more than one defender, things can get messy with those link guns, and let's not forget the shock rifle is in the flag room as well. I think the map could have used a 100a, but I'm not really sure where it could have gone to keep things balanced. Oh well. What does it really matter? The map is fun and it looks awesome.

CTF-UCMP-DecaneCaldera - Score: 7.0 [screenshot]
Out of the (disappointingly very small amount of) three CTF maps in this pack, this one scores the lowest, but that doesn't mean it's without merit. I have no idea what decane means as neither Microsoft Word nor Webster have any such word in their data banks, but a caldera is basically a large crater, and that feel is executed nicely here. The map is an outdoor one with the layout being terrain-based, a pretty good rarity for CTF, and uses meshes from Torlan throughout. The end result is original and pretty nice, in my opinion. The bases sit across either end of the crater, as would be expected, and resemble retaining walls of sorts for a daunting look as you approach the enemy base. The other structures around the map are constructed in a similar manner and they all look quite nice, so "mad props" for the nice mesh work. It's nice to see some meshes getting used outside their native habitat for once.

Gameplay is pretty good too, as even though this is a terrain-based map, there are enough obstacles, rock outcrops, and terrain height changes to offer distinct and separate routes and provide the needed cover. As a flag runner, you still must be completely aware of long-range hitscan weapons taking you down, but not as much as other maps like that piece of crap FaceClassic. It is worth mentioning, however, that there is a stray terrain polygon missing somewhere (not gonna tell where, but it's easy to spot) that offers people in the know the ability to drop the flag down under the map and then translocate after it. Once under the map, they can camp out with the flag and frag away from a position where they can be neither seen nor hurt unless someone comes down after them. The first online match I played on this map wound up like this, sadly. It can be a fun map, though there are lots of places for a flag carrier to camp out (disregarding the exploit) and await the return of his flag, so that might slow down the action some.

DOM-UCMP-Cerebral - Score: 7.5 [screenshot] [screenshot]
It's always a daring move for an author to concentrate his efforts into a DOM map. People may enjoy random forays in the gametype, but I haven't come across anyone who truly thought it was a good gametype and was passionate about playing it. Me, I don't really like it, but I don't hate it, and I think it really only works with a small map. Aswan is about as big as I can see a DOM map being while not being totally dominated by the spam and camping that is so prevalent in the gametype. This map is quite large and confusing, and that can't be too good for its DOM karma. Visually, the map is nicely done, however trite. It's another one of those maps based around the HumanoidArchitecture package, and if you don't know what that means now, you will when you play it. That package leads to the most boring, generic, and unemotional industrial maps, and while the skill in making the map is obvious to see, it's hard to care when you load up a map that uses this theme. The foreboding size and ominous sounds help set the mood, but in the end, it's basically the same random industrial complex you've seen a thousand times since you bought the game. I don't know what it is about this theme (probably all the gray and brown textures), but it always tends to lead to boring lighting, and that's the case here as well. I'm not too impressed with the visuals, personally, but the map is solidly built.

This is one of those larger DOM maps and that means a few things. One, odds are there's no way in hell you're going to be able to make it to a domination point in 10 seconds from the time you spawn, even if you know the quickest route. Two, odds are the domination areas are sure to be large and have people standing around waiting for the action to approach. If the map does it wrong, there will be a shock rifle sitting near a small corridor and that will be a main way into the domination area (see: DOM-Core). That's not the case here, thank the Lord. The domination areas have a circular design to them, which means the action can come from everywhere, and given the cover overhead, it can be hard to tell exactly where it's going to come from if you're down near the point. This lessens the boring camping situation pretty well and can make it pretty hard to hold onto a point… kind of. The spawn area is so far away you probably won't have to deal with many people at one time. You'll probably end up taking out one or two people at a time and then waiting over and over because waiting for your teammates can prove disastrous due to the long distance to the points. It's quite the trek from the spawn area to either point, even with the teleports, and that ends up slowing down the action because most of the time you're forced to attack alone. I like my DOM maps small so there's a never-ending surge of enemies to take out.

ONS-UCMP-ABC - Score: 8.0 [screenshot]
This is easily the most creative ONS map I've seen, and maybe even the most creative map I've ever seen in all of my downloading days. For Christ's sake, every visual piece in this map is badass! The map authors really outdid themselves with the whole ABC theme, and the result is a perfectly immersive experience. From the clouds in the sky to the leaves on the trees, from the random letter structures strewn about telling you where you are to the child's voice saying "S is for shield!" when you pick it up, it's all so perfect for the theme. You can even ride a book titled Onslaught for Dummies like a magic carpet and use it as you would a Manta to smash your opponents into oblivion. Finally, a decent use for one of those Dummies books. This is one of those maps with a theme so great it's fun just to explore the map and find all the little quirks therein that make it tick. Awesome, awesome job on theme.

Visually, this map kicks supreme amounts of ass, but how's the gameplay? Well, I was hoping it would be as good as the looks, but I can't say that's the case. The way the map is laid out is a little different than the usual Onslaught map. It's a short Manta ride from core to core, but the map is elongated in the opposite direction to house the nodes. While there are quite a few nodes here, eight in all, the default layout allows you to attack a core after five, even if you neglect the other three completely. In a sense, they are optional, but truly only available to the team in the lead. Epic has stated before that the major unforeseen flaw inherent to the Onslaught gametype is in the fact that it's so hard to make a comeback once you're down to your last node before your core. If two teams are evenly matched, a comeback is basically impossible, and I'm sure your adventures into the gametype have proven this true. Assuming no errors on either side, once you get past a certain point in a match, it's no longer a battle to see who will win, but more so one to prolong the inevitable loss as long as possible. What does this have to do with this map? Well, basically, that's how this map plays out. The matches can be over (in the sense that the match is lost for one team, not that the game is done) in an instant having only a few nodes to procure before you can proceed to the enemy base. Keep in mind, these nodes are all very close to each other, and with three extra nodes at someone's disposal, odds are the team to go after them will be the one in the lead. They are the ones who can spare the loss of one of their players on the main front. The same is the case with the redeemer in Onslaught matches, which is why I like to play with it disabled. How many times has a redeemer helped you out of a losing situation and led to a win? Zero to maybe a couple times, right? How many times has it been used against you to stomp you into the ground once your team is already sunk? Exactly my point. On this map, when you're defending your core, the other team has a base and eight nodes worth of vehicles at their fingertips, and while there is quite a healthy amount in the bases, at this point, you basically become overwhelmed and doomed for failure. Onslaught proves difficult enough to manage a comeback in as it is, so having your map make it even harder will not make it score greatly in my eyes. I consider the 8.0 generous as I love the theme to death, but I haven't had a truly good battle on this map yet (and, yes, I've played it online numerous times). It's always an almost never-ending struggle over the first node, and that sucks because it's so close to the core. And let's not forget that horrible music. I'd consider bleeding from the ears a welcome treat after listening to it.

Bottom Line: I wouldn’t miss this one if I were you. All the maps are solid players and lookers or better. Too many DM maps for sure, but let’s wait and see what the next volume has in store for us. I'm hoping all CTF and ONS.

Score: 8.0
Average User Score: 8.2 (5 scores)

(marking schema)

Madeline
Score: 9.0

Since this packs release (quite some time back) I am still playing most of these maps, and definitely running them on my server.

Yeah, there are some gametypes in here I normally wouldn't touch, but sometimes for me, good maps, be it the fluidity, visual design or whatever, far exceed my prejudices over certain game types and give me an open mind to play anything.

Needless to say, this is definitely a solid map pack that will leave most pleased.


2005-06-15 15:36:16
Virax
Score: 9.0

Lovely. I can't comment on the ONS ones (I hate ONS, and thus really didn't try them.), but the CTF ones were great. :)

2005-05-25 22:35:29
Sjosz

Holy shit! Awesome review, T2A, thanks a lot! :)

2005-05-24 06:10:55
SkaarjMaster
Score: 7.5

Once again, the score above is for the whole pack. Here are my comments on the rest:
>> CTF-UCMP-Aithanarid (8) - somewhat large-scale CTF with good AVA and good gameplay.
>> CTF-UCMP-Aquatica (7.5) - good CTF, bots are challenging, nice music.
>> CTF-UCMP-DecaneCaldera (7) - wild, open CTF with somewhat tight base, good custom music.
>> DOM-UCMP-Cerebral (6.5) - decent DDOM map but it took me half the match to find the CPs, hard to capture both points.
>> ONS-UCMP-ABC-ECE (6.5) - crazy theme, but most irritating music track ever.

2005-05-23 22:34:59
ArcadiaVincennes

Fair and balanced review as always. Thanks T2A!

2005-05-23 21:06:43
RichyB
Score: 7.5

Great work to all the mappers they all have done a fantastic job, earch map has been polished of nicely. ABC is a bit of a let down for me were CTF-UCMP-Aquatica is a fast paced good looking ctf map.

2005-05-23 20:40:30
BIOS

thanks for the review! will you email me a screenie of the exploit? i tested the crap out of this with the UCMP team and never found a way through the terrain.

i'll release a version with the exploit fixed (and a killzone under the terrain for a backup!)

2005-05-23 17:48:27
Taleweaver
Score: 8.0

Good review. I agree with about anything written, and on the scores as well :tup:

* CTF-UCMP-Aithanarid: 8.0
It's worth mentioning the paths twist and turn, making chases harder at first...until you get at the bridge

* CTF-UCMP-Aquatica: 8.5
beautifull and well-flowing.

* CTF-UCMP-DecaneCaldera: 7.5
What? No mention of the UCMP Jet? :p

DOM-UCMP-Cerebral: (7.5)
I kinda like my DDOM maps with a spawn point further than 10 seconds away. Dying is a lot more thrilling, and you don't have to kill the entire enemy team without them touching a point (I hate that in maps like Conduit). Then again, I hardly ever play DDOM, so I don't know wether this feature is a good or a bad thing.

* ONS-UCMP-ABC: 7.5
I can't deny the awesomeness of the theme, but it has a price in framerates (at least on my end). It takes longer for a team to win here, but comebacks are as hard as ever. That first node now serves as a delay of defeat...

2005-05-23 17:05:16
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