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[7.0] DM-1on1-Sargasso
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[8.0] HOLP Map Pack
Author: HOLP Team
A must-download pack of maps for any and all players. Most sport better gameplay than what you'll find in stock UT3!..
DM-Revelation
DM-1on1-Sargasso
Josen Pack
HOLP Map Pack
DM-Razerate
DM-Gorgon
DM-Starkstrom
DM-Indasky - SkaarjMaster
DM-BrickDust - 9 firefly
DM-Revelation - PASHKO
DM-Revelation - 7 SkaarjMaster
CTF-GardenOfHea - ClanLord
DM-GardenOfDrea - 7.5 SkaarjMaster
DM-Razerate - 8 SkaarjMaster
UT - UT2003 - UT2004 - UT3 


HOLP Map Pack (UT3)

Map Author: HOLP Team
Download Here! (191.30 MB)
Date Reviewed: 15 March 2008
Reviewer: T2A`

You know, given how visually detailed the retail UT3 maps are, I found it fairly hilarious that the first map pack released was one where visuals were kept to a minimum even with an all-star cast of level designers behind them. I guess a few someones decided that UT3 didn't have enough good maps (let alone CTF maps) and that needed fixing, so the Hardcore Oldskool Low Poly map pack was born. The idea behind the pack is to bring forth the "oldskool" gameplay feel of the original UT while keeping the maps running as smoothly as possible by making the visuals only "somewhat acceptable." Naturally, given my affinity for gameplay over pretties, I don't mind, and I actually think they look rather slick -- it's a nice change of pace from Epic's style of cramming as many meshes and polygons into an area as possible and then ramping up the bloom and post-processing effects. There's no doubt some people will feel that more effort should have been put into making the levels look like actual Unreal Engine 3 maps, so it's really up to you how you feel about this bunch. I think you'll like them, though. Especially since they have something most UT3 maps are missing -- color!

CTF-Haco [screenshot]
Author: Hourences
Reviewer: Virgo47
Score: 7.5

Haco (6-10 players) is an industrial, two-layered CTF level with a single center room. Originally I thought it wasn't big enough for 10 players but games with 9 bots were very entertaining. The map's basic shape isn't that difficult -- from one flag to other it's like straight, right, straight again, right and straight to flag. But the layout is spiced up with additional corridors and in how both floors are connected via jump pads. Flag running isn't very easy because you have to pass through an open room or use a narrow side corridor near where opponents respawn. Sometimes I felt limited regarding of route choice. You'll find all the weapons, the vest, enough health packs and the U-damage in the middle. Weapon placement seemed good as I always had some weapon when I needed it. Brushwork is very good (what else would you expect from Hourences?) but seeing these textures again is a bit trite. They're just not very interesting anymore. While wood and metal is very good, some of those trim textures lack depth because they want to be plastic but look very painted. Lighting is fine -- nothing distracting and visibility is good. I liked the post-processing changing depending on which base you're in -- very nice touch. On the other hand, no ambient sounds was a surprise for me.

CTF-Hosh [screenshot]
Author: Sjosz
Reviewer: T2A`
Score: 8.0

Anyone familiar with Sjosz's portfolio will likely find his latest CTF foray, Hosh (8-10 players), familiar in theme. A bit too familiar, in my opinion. He's used this basic theme -- an Arboria-style of green/tan bricks and stones coupled with blue/orange lighting -- a couple times in the past (Taron and Solemn come to mind immediately). I can't say it doesn't look good, because pretty much anything Sjosz gets his hands on ends up looking fantastic, but I do hope to see him venture away from this theme in the future. On the gameplay side we're looking at a typical Sjosz-style layout with three exits in the flag room and a plethora of connections throughout the length of the map. The majority of the rooms have separate "tracks," if you will, that vary in height and complexity, allowing for multiple routes to be taken in a single room. This adds a lot to the gameplay since it allows flag runners to change their course at will in attempts to throw off the chasing defenders. Each route has its mix of weaponry and pickups, and things seem balanced overall -- one side route gets the stinger and the vest, another gets the rocket launcher and the thigh pads, etc. Each of the three routes from the flag empty into a long center hallway that houses both the shock rifle and shield belt and allows for easy transfer between any of the routes. Hosh, with the proper amount of players, is quite good, and with that classic Sjosz feel both in terms of atmosphere and gameplay, you can't go wrong.

CTF-Lopo [screenshot]
Author: Hourences
Reviewer: Virgo47
Score: 8.0

Lopo (6-10 players) is in some ways similar to Haco. Player count, a lot of jump pads, you'll likely respawn near bio (again), and one center area with the U-damage that can be overseen easily, vest in the base... you name it and it's probably in both maps. This time the industrial theme is darker and complete with more industrial decos as well. And you can hear some ambient sounds! Compared to Haco this map is also much more grungified. The layout is three-tiered near the flags and two-tiered in the center. The jump pads in the center throw you forward (Lucius, anyone?) with a real kick in this normal gravity environment. Just like Lucius there is a hazard down below (lava this time) to take out anyone not careful about their footwork. You'll find the base entrances favor close combat while the room near flag gives you some open fighting. "Thanks" to two bios in both bases it reminds me (sorry to mention the worst map after TrainingDay) of Biohazard -- sometimes whole series of fights are dominated by this weapon. The flag sits just a bit aside of this main base hall and two ramps leading to it (up and down), which reminded me other competitive UT2004 map I saw in frag movies, the name of which I've forgotten. ;-) I'd say that gameplay on this map is deeper than on Haco and the layout provides more flag running routes, and with AVA being similar in quality, I like this one more in overall.

CTF-Turbo [screenshot]
Author: Sefyra
Reviewer: T2A`
Score: 9.0

When I launched Turbo (6-10 players) for the first time, one word immediately came to mind -- Quake 3. Well, that's two words, so what probably came to mind was "CPMA." For reasons that will become obvious if you ever play it, this map's sleek look reminds me greatly of that game and it's silly movement I could never get the hang of. Set in some kind of silvery industrial locale high within a snowy mountain range, this style of clean look is something you've probably missed given that everything in UT3 is grungified for unknown reasons. With a deep blue sky overhead and an array of bright, colorful lights about the place, a very appealing and almost alien (to UT3) look is achieved. Gameplay on this map is pretty unique too, as in addition to the general "three ways in, three ways out" design, there are actually a great many extra paths to explore. Small side hallways and lift and jump pad passages accentuate what would appear to be a very simple layout of three big rooms to make it much more complex and worthwhile. One of the best features of this map is the many cuts and holes in the walls and structures that allow for very fast offensive maneuvers with the translocator. Most maps don't do stuff like this, and it really puts a focus on the offense part of CTF, as this allows relentless assaults on the flag before the defense can get situated properly. On the flip side, they also allow the defense to catch up quicker, theoretically making for very intense battles. I can't recommend this one enough. It's got style, yo.

CTF-Ultra [screenshot]
Author: h0ok
Reviewer: T2A`
Score: 8.5

Oddly enough, I feel that Ultra (4-6 players) and the one before it should have had their names switched. Why? Well, it's simple, really -- Ultra is by far the fastest CTF map you'll find in UT3 and it therefore deserves such a name. And by fast I don't mean it's like AndAction or Joust or any other such stupidity. It is genuinely fast while complete with a full, multi-tiered layout. It sports a clean, gray look with colorful accents much like Turbo, but you'll hardly have time to notice. If, for instance, you take time to stop and notice the neat tech effect on the windows, I must say you're doing it wrong. This map is nonstop action and pure fragging bliss. The flag rooms are tall, two-tier structures that support not only big time defense, but fantastic flag attacks from above. From there you can take the high or low road, but they'll converge in the center, allowing you to go either which way. My favorite feature of this map by far are the translocator portholes by the flak cannons. These are part of what makes this map so insanely fast. With a mere two tosses of your trasnlocator disc, you'll find yourself on the doorstep of the enemy flag room. This puts an insane amount of pressure on the defense to keep their wits about them and stay coordinated. Of course, running back with the flag isn't quite so simple, so it's balanced overall. My only gripe about this map would be the sniper routes -- they seem extraneous, as if they were tacked on as an afterthought. Still, I appreciate the added routes, even if they do become underutilized. Additionally, going from the red flag room, there is a BSP error that blocks players and translocators from passing between the gap in the sniper catwalk. Given that the less-used nature of the route, this is a minor issue, but it still detracts from what is otherwise an extremely fun CTF map.

DM-Flustered [screenshot]
Author: Barballs
Reviewer: Virgo47
Score: 7.5

Because I played Flustered (2-4 players) after Subterrane it seemed mild and loose first -- but I was wrong. The map's visuals remind me of the duel map Lea from UT2004 mostly due to the yellow bricks. Visuals are solid but nothing extraordinary, which is exactly what HOLP is about. I'd bear more trims if you ask me -- or alignment. While I welcome nice sharp shadows cast by various beams, I also think that some adjacent walls are just way too contrasted for believability. The map also completely lacks any ambient sound. However, gameplay is better than I expected after I ran through the level without a bot, because actually playing this map rocks. It isn't that vertical -- although you'll find a lot of Z-axis here and here (near the boots for instance) and the layout is nicely spread in a top-down view. Some routes relies on jump pads but no problem with that. You can navigate and get familiar with this map very fast. It holds all the shields and weapons, the U-damage and the jump boots, all spread with reason. Even that stinger room that looks a bit off for the first time starts to make the sense later. Openness of some rooms is balanced out with columns and you'll find a lot of opportunities to play nice tactic matches here.

DM-Gritt [screenshot]
Author: Slainchild
Reviewer: T2A`
Score: 7.5

Over the UT2004 years Slainchild quickly became one of my favorite mappers. Given this map and one of his in-progress 1v1 levels I alpha-tested, I think he'll stay at the top of my list for awhile (provided he continues mapping for UT). Even when not holding back with the detail his levels have always had a very smooth, clean look to them, and Gritt (2-4 players) is no different. Set in some nondescript place decked out with bricks, the small layout here is meant more for 1v1 or 2v2 TDM than anything. While the visuals are minimalist as per HOLP standards, a nice orange sunset sets the tone while trim and neat little details like the signs near the armor pickups give this place some character. Though the passages are generally quite tight, you should fine the flow agreeable. The pickups are spread out as much as they can be given the small layout and the shield belt location is quite nice, though I did feel the opposite end of the map from the belt is a bit sparse. The goo room feels a bit underutilized, but you mustn't forget that the new goo is very good (maybe too good) for comebacks since there's now nearly zero chance of doing yourself any damage whilst using the secondary charge. Overall, a nice map, but very cramped, so keep on your toes.

DM-Noca [screenshot]
Author: Hourences / Sabrewulf
Reviewer: T2A`
Score: 6.0

Noca (2-4 players) is a fairly large and twisting 2v2 TDM level with plenty of tight hallways (usually ramped) that connect a few rooms that are generally fairly open. For some reason this one felt the most UT2004-like out of any custom I've played, though it's hard to say why. Perhaps it has to do with the method of construction with all the ramped, closed in hallways. The overall theme is a temple-esque one, and yet again you'll find a few of Hourences' favorite textures (his own!) with a hint of nature. Visually this is probably my least favorite of the bunch given its repetitive nature. The layout is fairly intertwined, which allows for good escape maneuvers, but it becomes boring at times in a duel situation. I felt the layout was relatively solid overall, but I didn't enjoy that both the belt and vest are resting on the uppermost platforms. These platforms are almost separate entities as none of the ramps and halls below connect with them (i.e. a jump pad or lift is required). You can almost see from the belt to the vest and vice versa, and it's essentially a short walk from one to the other. With UT3's face-to-face floor combat being much more deadly than UT2004's, it's even more apparent (in my eyes, at least) that power-ups should be stashed in lower levels centered around traffic-prone areas. You could argue that these armor pieces are at least open to ambush, but I don't feel it's enough given how easy it is to camp up there.

DM-Subterrane [screenshot]
Author: Hazel.H
Reviewer: Virgo47
Score: 8.5

Subterrane (2-4 players) is Roughinery-like level at first sight, but instead of being a "refined cube map" it contains three more or less separate areas all interconnected in many ways. You'll find all the standard DM weapons and a belt-vest combination to drag you from place to place with a timing very familiar to UT2004 duels. A lot of ramps are accompanied by more than solid visuals (for HOLP standards) based on Hourences' textures and and a timeless orange-blue lighting. Bots navigate extremely well here and you might hate them for that. Ambient sounds brings some noise, wind howl, and other expected stuff. To underline the Roughinery style even more (not that there's anything wrong with that) there is a pit that can be entered from all three rooms -- but you can leave it only near shock rifle placement. You know what that means -- danger and risk! -- but sometimes you simply need those two health packs. To sum it up, this map is hardcore DM for me, and although I know that Hazel can do maps with good gameplay (and not only with nice AVA), this map has gameplay even better than I expected.

Bottom Line: A must-download pack of maps for any and all players. Most sport better gameplay than what you'll find in stock UT3!

Score: 8.0
Average User Score: 8.9 (5 scores)

(marking schema)

SkaarjMaster
Score: 8.5

Just started commenting on UT3 maps tonight and all I had time for is CTF-Haco (7.5) and CTF-Hosh (8.5, oh wait, OK 9 then) and I liked Hosh better because of, well, see below as I finished playing the pack (score is a little higher than the average but so what; I think the higher scored maps make the pack kick a$$):

Since these are the first custom maps I've played for UT3, I'd like to say that I really enjoyed the addition of the stinger!

CTF-Haco (7.5) - good layout, good meshes and lighting, easy to defend, and yes it needs more ambient sounds (I agree).

CTF-Hosh (9) - the more I play this the more I like it, great AVA, great gameplay (many connections) and layout, decent weapon placement, still an excellent theme, Sjosz hits the jackpot with this one.

CTF-Lopo (7) - not bad, tight in spots, crazy lava pit, liked jump pads, good ambient sounds.

CTF-Turbo (8.5) - liked it for most of the same reasons as Hosh, and yes I need to xloc more in this one.

CTF-Ultra (8) - crazy a$$ fast CTF where a good team could win in the blink of an eye, I need to xloc more in this one too.

DM-Flustered (7.5) - smallish DM with good gameplay, decent AVA (heard music this time) and great shadows; ledges can be tricky, yes where are the ambient sounds?

DM-Gritt (8) - good gameplay and AVA (including music track); some timewarp thing it's supposed to be good for ya; new goo blue goo gooey gooey for chewy chewing.

DM-Noca (7) - good AVA and gameplay with slight Egyptian/Aztec theme going on, yes item placement could use a bit of adjusting.

DM-Subterrane (9) - well since I gave my favorite CTF map in this pack a nine, then I better give my favorite DM map the same; tight yet still wide-open, good item placement, great ambient sounds, Hazel.H......enough said.

2008-05-27 23:16:13
Manticore
Score: 9.0

This pack brought UT3 to life for me. Great content!

2008-03-19 19:25:42
[VaLkyR]Assassin
Score: 9.5

These maps are absolutely mega! I love them!!! :D:D:D Brilliant gameplay, and they still look nice.

2008-03-16 20:13:46
Virax
Score: 9.0

Virgo: Anfractuous was amazing, I really wish that would get remade.

As for the pack, I'm extremely impressed. I wish they were played more online.

2008-03-16 14:44:13
T2A`

If I had scored this without worrying about averaging the scores of the individual maps, I'd probably give this pack a 9.0. It's an effing great idea! I hope more people follow suit in their level design ventures!

Not only do the maps play better and smoother than most of the retail stuff, but by default the game is way too hard on machines that aren't perfectly up-to-date. I imagine these maps would run rather well on just about anyone's rig. Even still, while polygons are kept to a minimum, style is not, and I'm sure people will love finding colors other than dark gray in the maps they play!

2008-03-15 16:08:16
Cosmix
Score: 8.5

I love the old style and the bright colors. Maps are all-in-all beautiful and focus the gameplay to the fundamental. My favourites are CTF-Turbo and CTF-Ultra. Really hope that more servers will host maps out of HOLP Map Pack.

2008-03-15 07:29:17
Virgo47

Funny about Turbo is that it has 80k smesh-tris in the middle section in your FOV. However the style is really low-poly, bases are so old-school that I had to check if it's UT3 running.

Great pack!

(BTW: After some search... That "UT2004 map I saw in frag movies" is Anfractuous2 and the reminiscence was rather loose. ;-))

2008-03-15 02:39:51
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