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UT - UT2003 - UT2004 - UT3 


DM-Starkstrom (UT3)

Map Author: Daze
Download Here! (2.96 MB)
Date Reviewed: 22 February 2008
Reviewer: T2A`

After the very disappointing gameplay of the last map I reviewed, I was very happy when I got Starkstrom loaded up in UT3 for the first time. The moody atmosphere and the very fast 1v1 gameplay instantly catapulted this map to the top (or near the top, at least) of my favorite custom maps. Not only that, but the map actually inspired me to open up UnrealEd and start learning the ins and outs of the new Unreal Engine 3 features. I can only hope other people enjoy this map as much as I have, because otherwise all this pimping will have been for no good!

While the theme may not be very original considering many of UT3's maps involve run-down cities (to varying degrees), there's something that enables this map to stand out from the crowd a bit. Starkstrom is moody and atmospheric in ways other retail UT3 maps have failed to fully achieve; this place actually reminds me a decent amount of Ravenholm from Half-Life 2. The only map that comes to mind that is similar in nature is WAR-Downtown, but that map doesn't have quite the same ruined appearance, so it's a bit different overall. Much of the atmosphere comes from the high-contrast lighting and the post-processing that desaturates the yellows and reds and puts a lot of emphasis on stark, cold blues. There are many dark and ominous shadows against the steely sky, and light beams pierce through the haze to provide ample visibility where it matters. I didn't notice until I'd opened the map in UnrealEd (was more concerned about the gameplay, not that that's a surprise), but the mesh usage here is actually quite repetitive, and the atmosphere helps to hide that fact surprisingly well. A main set of wall meshes is used throughout the entire map and always in the same manner, yet slight variations coupled with the lighting help keep things interesting. I can picture how the map may have been laid out originally with brushes only, but it seems a lot of care was taken to keep brush use to a minimum -- there are only a few brushes now for the floors and everything else that could have been or used to be a brush has been changed over to meshes. Given UT3's rather nice-looking mesh sets and that there are something like 800 of them crammed into such a small space, you can assured that this map is detailed yet refined. Nothing appears out of place with the possible exception of the tree near the link gun that's growing out of the concrete. My only real beef with the visuals is the emptiness of the room next to the sniper and armor vest, but even then it wasn't something I noticed without scouring over the level.

Daze states in the readme that he created this map as a test of his newly-found UnrealEd prowess. He says that the goal of this level was to create a very fast duel map, and I can tell you now that he succeeded with flying colors. While small and simple at first glance, the space herein is divided up rather well, allowing for more routes and maneuvers than meets the eye. The result is smooth flow in very tight quarters, and that, my friends, ensures fast gameplay and a frantic pace. None of the many meshes is intrusive unless it was meant as part of the gameplay. You'll find fences that keep the level from being overly connected to the point that the layout is void, trash bins to climb, and the shield belt in a precarious position. The long line of sight to the belt from the shock rifle area ensures the belt isn't too camp-happy. You'll notice there's a teleport, and while I despised these in UT2004, this one works surprisingly well. It takes an otherwise worthless dead-end and connects it to the perfect spot, not only to improve flow, but to make the mad dash to the belt all the more interesting. On the upper floors there lie a group of tight corridors that connect well not only with themselves but with the rest of the level via jumps out the windows. You can take a leap from the vest to the flak and then teleport right back to where you were, and you can step out onto some catwalk of loose planks near the rocket launcher and hop over to another one for some vials only to drop down on the shock rifle and helmet. Overall, I found the gameplay highly enjoyable in this tight map, but there are two issues that potentially mess with the flow. The first is the trash bin by the link gun -- while you can run up it to the second-floor landing, it requires a wall-dodge with precise timing to make it. Secondly, after quite a few plays, I feel like there could have been some way to get from the shock rifle area up to the landing above with the five vials (or at least somewhere nearby). However, neither is a deal-breaker in any way, and the level plays very well as it is, provided you can time the wall-dodge onto the bin properly. Just make sure you're far enough away so that after your double-jump you wall-dodge off the brick column instead of the concrete wall and you should be alright.

Bottom Line: Simple yet elegant and very effective. I enjoyed this one a lot more than I expected to.

Score: 8.0
Average User Score: 7.3 (3 scores)

(marking schema)

SkaarjMaster
Score: 7.5

not a bad high-action small DM map with good visuals, the lighting and shadows really bring out the AVA in this one, I don't like the flow slightly interrupted in 2-3 spots but still has good flow, no problem memorizing the layout of this one.

2008-06-01 21:19:18
Manticore
Score: 7.0

Nice map. Neat with a decent flow.

2008-03-05 07:31:09
Virgo47
Score: 7.5

This map is VERY good indeed. I played duel for the first time in UT3 (why I'm on Red TEAM(?), why that stupid bot taunts all the time and why is so precise even on masterful is off topic, but it was first time I tried it :-)).

Teleport near flak is VERY, VERY well placed, especially because if you're fighting someone from there, he's likely controlling rocket or breast plate position and you can see them when you take the teleport (and orientate yourself ;-)). I don't particulary like rocket and flak so close together - and I don't like at all that trash-bin trick. I might be weaker player (whatever), but I think that having some "this must be very precise timing" trick in any place simply makes this place unusable. You can use hammer jump of course (I have to learn it first with very different timing from UT2004 :-)), but still... it's really rather dead-end and this dead-end starts after you decide going for shock and not for flak. Make it awkward, make it sort of stucky and slow to get there, but not make it nearly impossible. :-( (I might learn it but consider some mediocre players - half of the flow is completely broken with this trick.)

Ok, I bet pr0s will like it more than I do. :-) That said, this map is very, very clever - and I guess it's not by some luck. Very well made, congratulations.

Visuals... nearly forget about it. They clearly catch the gameplay which makes this very balanced map in all aspects. Except that tricky part (IMHO).

2008-02-25 16:33:13
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