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UT - UT2003 - UT2004 - UT3 


CTF-Mechanization Zen (UT2004)

Map Author: Desperado#2
Download Here! (38.01 MB)
Date Reviewed: 14 August 2006
Reviewer: Thunderstrike

Most people either consciously or subconsciously divide up map authors into several categories. There are the unknown authors that we may choose to download or not, dependant on the screen shots, whether we’re feeling lucky, the phase of the moon, the time of the month or whatever other vagaries we may be subject to which may influence our decision. Then there are those authors from whom we’ve discovered several pleasing levels and are more prepared than usual to try out their next work. This pattern of greater and greater acceptance has many levels, but there is a special breed of level designers, which will vary for each person, for whom we download any new level without question, secure in the knowledge that any time spent downloading is worth it. For me, one such author is Rogelio 'Desperado#2' Olguin. With a couple of classic UT levels like Baranco and Nirvana, one of the first UT2003 maps to feature significant custom content in Nirvana][ and significant contributions to the community since including several submissions for the CBP2 pack and an all-time classic CTF in Gralada, this author has an enviable pedigree. This is of course a personal thing, and not everyone will download Rog’s maps without question and may require a more fleshed out view of the level before committing. Good job, then, that I am feeling obliging in this respect! ;)

With every successive level by this author, the visuals take us to a new place, a new theme, further removed from the rusty, generic, modern industrial plagues and crippling “temple-itis” that haunts the community in general. This level has a delightful theme which blends pseudo-Edwardian, post industrial revolution and Escher-esque qualities to create something which rings for me so very vaguely of a stunning anime series called The Last Exile. It’s a surreal setting with seemingly impossible constructions composed of antiquated, antediluvian machinery supporting and powering elements of technology far beyond their steam-driven equivalents. Of course the UT2004 engine has seen its fair share of surreal playing fields, but this level is more than a visual feast. The author stated on NaliCity that he was primarily concerned with the setting and the visuals and achieving a certain look more than he was about technical perfection or the application of presentation as dictated by common dogma. Of course, I’m paraphrasing here. With high, vaulted arched ceilings, wonderfully angular curves and mystifying and aging machinery throughout, the unique visuals of this map are undeniable and alluring. There are ornate and elaborate water fountains featuring good use of custom static meshes and emitters to really bring some life and motion to the world. There is a giant statue set out from the play area which holds aloft, in an ethereal mimicry of Atlas, a globe with clearly visible continents, unmistakably terran in origin, spinning around its surface creating disturbing ripples with echoes of our reality existing in this timeless space. Giant machines sit atop the bases, their massive parts throbbing furiously, mysteriously and perpetually. The rate at which these machines move was far too quick for my liking, though. The current rate of 0.125 seconds seems ridiculous. I would have thought much longer cycles with slower movement would add to the sense of weight and size of these enormous machines, giving them the appearance of effort. The layout is reasonably simple but with entertainment potential. Two bases, three entrances, only two exits, two courtyards and a central structure. The layout may not be inspired, but it certainly has more than enough mileage to make the level playable. The centre building has a more mundane appearance, internally at least, but this stems from its apparently more functional nature, whereas the bases are more about eloquence and form. Having said this, the central building did seem a little too simple on the inside. The meshes here are not as elaborate and general construction seemed less detailed. I didn’t really like the sudden inclusion of the concrete floor tiles on the upper walkways in here. I felt the author would have been better sticking with the metal floorboards that form the walkways up to that point, or perhaps some wood.

The lighting is another strong point of the visuals for this level with plenty of contrasts and hotspots. Again, the central area seemed less polished with the shadows from the grills feeling rather overpowering and abused. These effects have always seemed to me to be better as spot effects rather than plastering them all over the place. I felt such significant use detracted from the intended impact. I also couldn’t believe that the author actually used plain white lights. Surely just a touch of yellow or blue, the palest of pale tinges of colour? I did like the more dimly lit lower section of the central building, though. A nice contrast to the better illuminated upper sections. The bevy of custom textures also helps sell the level, and I didn’t spot any obvious texture misalignments. I was a little disappointed with the use of the window meshes. Their use in the flag rooms wasn’t so bad, but when used in the outer rooms of the bases, they seem out of place with their black, opaque panes. To have had these windows actually open to the exterior would have looked far better to my thinking. Sound work throughout the level is solid enough, although I would have preferred greater detail in this department. There are some 32 ambient sound actors and with their settings do a good enough job to ensure that there is nowhere which falls into silence, but this is about as far as the soundscape is developed. Given the vast array of pipes running through the level, the smattering of generic mechanical sounds spread thinly throughout the level seem somewhat underwhelming. Even simple things like the water fountains. These have only two ambient sound actors, both with small radii and both using the same sound, volume, pitch and radius therefore creating a flattening effect for the sound in this area rather than having a slightly different pitch and having their radii overlap to create a richer effect. I would have appreciated a few of the pipes actually having some associated sound, too. For all intents and purposes, the soundscape would indicate that very few of the pipes are in use. To be fair, sound, for a lot of authors, is more of a chore that is left until last and only grudgingly completed. There is enough here to get the job done. The level also features a custom music track which is always a good thing. I think the idea was to add to the surreal nature of the level with the chosen track, but for me the music came across as a little too contrived and not quite dissonant enough to push the edgier aspect of the level’s bizarre setting. You see what old age does to you? :)

The game play throughout is solid. The layout has enough opportunities to switch routes to keep things interesting. I wasn’t overly keen on the long, straight stretch of the upper walkway between the central building and the bases. It was very open to attack and ultimately felt a little boring, but it serves its purpose. Camping the end of this walkway with the lightning is quite fruitful for the defence, but is by no means the be all and end all of game play. Bots work the level well, especially considering that the author used no assault paths to regulate movement. There is a measurable tendency to use the straight upper path, but this is accessed at a couple of points, including translocating right up at the entrance from the ground outside which makes sniping a more challenging exercise. The bots still use the other two entrances frequently enough that you cannot reliably defend a single entrance. The bots did display a preference for the lower route when returning with the flag, but again this varied just often enough to keep things interesting. Weapon placement was also quite good, with defenders either sticking with low powered weapons like the link and the minigun whilst staying close to the flag, or daring to venture as far as the central building to collect the harder hitting goodies like the rocket launcher, shock rifle, bio rifle and my lovely, lovely flak. I think for my own preference I would rather the bio rifle and the rocket launcher exchange locations, but both do work rather well where they are. There is a smattering of health, with enough to keep you alive if you’re good enough. Some may feel the health is a little light on, and this may prove true with the higher player loads. With a recommended load of 8-16, there are plenty of player starts to go around and the level certainly could support matches at the upper end, although it would definitely be a pretty hectic match. I can see that this level will work well online thanks to its straightforward layout with room to move. Clearly a lot of the action will take place in the central building as control of this area will really win the game. Having said that, the most intense fights are likely to be in the two courtyards outside the bases. These areas are very wide open with some nice z-axis and room to strafe aplenty. Some wild and crazy stuff goes on out there, and it’s great!

Mere words can’t really prepare you for the visuals in this level. The screenshots are only a wafting aroma compared to actually diving into the level and tasting it for yourself. The real bonus is that the level is eminently playable. It has been very well optimised, though the oldest of systems out there may find it tougher going. The author has included tags on some of the geometry to only register on the higher detail settings, but I would think most systems should have little problem thanks to solid optimisations across the board. I have only minor gripes about the sound and lighting, and really when you’re playing in this level they’ll likely not even register. This level deserves to see some online time in server rotations and I’d love to see it turn up on a server close to me just for the chance to tackle some humans. I hope the author can bring himself to release maybe one more level for UT2004, and then one can only imagine what worlds he may bring us with the power of UT2007 at his beck and call. Always a pleasure, Desp! :)

Bottom Line: A great job by a great author and you should start downloading now.

Score: 8.0
Average User Score: 8 (3 scores)

(marking schema)

SkaarjMaster
Score: 8.5

Excellent visuals as I liked the waterfall, globe and intricate details including some of the lighting; custom music is a good choice but could be louder; Gameplay is very good as well and you definitely need an xloc in this map, bots are good too (must be good bot pathing, except the enemy almost always goes for that weapon on the way out of my base and I usually nail them when they do when I'm defending); great layout that lends itself to more advanced players with precise control of the xloc (this one would be excellent online with advanced players but not me as I suck); maybe there are things in here that don't quite go together and maybe not, but it still looks good although maybe some better contrast/trim on the lower ramps as you can get lost if you fall underneath them; maybe the lighting could be improved, but I liked this better than Gralada.

And, uh, the assault path actors don't exist.....check again.:)

2006-08-14 22:57:03
Manticore
Score: 8.0

Mappers should make art maps if that's where they want to go with a particular build. As far as this map being a piece of art goes it demands superlatives.

What you have here is another illustration of this mapper's great imagination for a different type of environment and visual style.

As for the gameplay, in my opinion, it is not too much above being average and there are equally good, if not better, CTF maps out there by this mapper and others.

Personally I have no problem rating this as a unique and stunning visual experience........

2006-08-14 17:30:33
SouldividerSjosz
Score: 7.5

Artistic flavour, loved it. One small nitbit, but I placed 18 assaultpath actors in total for this map and that's very much what regulates the bots' movement ;)
Other than that, good review and good map. Thumbs up for Desp!

2006-08-14 14:31:09
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