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DM-Indasky (UT)

Map Author: Alkazex
Download Here! (9.19 MB)
Date Reviewed: 25 April 2004
Reviewer: Thunderstrike

This time around I’m taking a peek at a new level by Alkazex entitled “Indasky”. A cute play on words as the map is effectively a void map, but with less of the pitfalls associated with such levels and takes place in a very busy skybox.

The entire level is basically one large, rotating building with a smaller platform in orbit with it. The author has had a surreal vision for the architecture and overall atmosphere and some may find the off-the-wall choices a little hard to swallow. The theme combines both castle and Arabic architecture, embellishing them with almost neon trim and the odd, archaic technology such as the blue thrusters apparently keeping the whole structure in orbit. The trim is designed to deliberately contrast with the duller brickwork and features many curves and other polygon and vertex sucking shapes. The end result is the author apologising to people with lower end systems, as indeed your regularly scheduled frame rate may take a hit from some quite complex geometry, especially for such a small level. There are really only two narrow walkways where you could inadvertently fall off, so the unintentional suicide factor is significantly less than many void maps. The skybox rotates at a fairly brisk pace, so those who suffer from motion sickness may want to think twice about playing the level, or at least seek suitable medication. ;) Overall the architecture is interesting and quite a departure from the constant trickle of tired industrial and gothic themes still being flogged to death by many a level designer. Texture use was solid, and the author has included some custom textures which, whilst not ground breaking or sufficient in quantity to substantiate a new level in and of themselves, are still enough to freshen the look of the level.

The lighting is every bit as strong and unique as the architecture. Plenty of oranges and red have been used, nicely mirroring some elements of the skybox, and these provide a clear contrast with the blue and purple trim used throughout the level. As an artistic vision, the theme is strong and unapologetic, and for this I commend the author. Either it works or it doesn’t (depending on taste), but there is no doubt as to what the author was attempting to achieve stylistically. Ambient sound work is very thorough with 85 ambients placed throughout what is a reasonably small level overall. This is a noteworthy effort and considerably adds to the environmental immersion. Further sonic originality comes in the form of a custom music track. Essentially it is a direct rip of a Joe Satriani track (Crystal Planet), which due to it's nature is the main reason for the large size of the zip file, and there is the question of legality in the track’s use. I seriously doubt that the author sought permission to use the track, and yet amusingly there is legal jargon at the bottom of his text file stating verbatim “You are NOT allowed to commercially exploit this level… without my explicit permission!” Breathe in deeply. Can you smell the irony? Still, the track does help differentiate the level further (as if it needed to!) from many others, and at least the consideration of a custom music track has merit.

Weapon placement seemed a little slapdash, although once you’ve got a grip on the level the rocket launcher can be useful, and the combination of the sniper rifle and ammo next to the teleport to the redeemer platform works very well. The teleport next to the sniper rifle deposits you above a cannon, which you then drop into and are shot across the abyss between the main building and a floating platform. This trip consistently caused damage, however there are several health vials on the platform to compensate you. Did I mention that this platform also contains the redeemer? In a void map, the redeemer has plenty of room to steer, and whilst the interior of the main building may prove too difficult to navigate, circling waiting for an unsuspecting opponent to step outside can be fun. Having collected the sniper rifle, you are then ably armed to follow up your thermonuclear carnage with some scoped out slaughter. The main risk from this position comes from another player collecting another sniper rifle from the same point. The whole setup works quite well. Unfortunately the author was unable to convince the bots to use the cannon, so offline play is diminished. This would almost be forgivable were it not for the fact that bots also get stuck on at least two jump pads, happily trampolining until they see someone else or you take a pot shot at them. This really hurts offline play and was an unfortunate issue that the author was unable to remedy. Other than that the bots do well, using teleports and architecture to their benefit, often making good use of several serves of z-axis. The author does explain that the level was designed first for visuals with game play bringing up the rear, but despite this the level still plays quite well.

This is a solid work from the author, which is really only let down by an uncompromising vision which affects frame rate and uneven artificial intelligence. The style of the level may turn off some, and this is a shame because there is definitely a level worth checking out inside this package. I found it a refreshing change, although the author should be aware that he was treading a fine line with the art theme and should not push any further in this direction! ;) Overall, a decent effort.

Bottom Line: A fair old whack of a download for an unpolished level, but there's enough fun to recommend it.

Score: 6.0
Average User Score: 7 (1 scores)

(marking schema)

SkaarjMaster

oh my, so many places to fall it's not even funny. If only it was not a space map, then I might try it.

2009-07-20 22:44:48
Homeslice
Score: 7.0

Hmm, I don't think this would've been a 6 here. I like the cool theme here, but gameplay is more fun than not. Nice job, Alkazex!

2004-04-25 08:11:53
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