Re: DM_Fractal
Posted by DrGlass on Mon Jan 17th at 3:02am 2005
I played through it, I must say it is very small. There are no
wepons. In the one lift area there were no lights, and no sounds
when you steped on the lift I didin't know I have moved till I got to
the top.
Add some wepons, a little more light and some sounds for the
elevators. If you can you may want to make it just a bit
bigger. It would be very cramped with 8-10 people.
Other than those small flaws I love the idea behind the map, very
cool. I love the trash, you should add much more though so people
can nab it out of mid air and use it as a wepon.

DrGlass
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Re: DM_Fractal
Posted by Yak_Fighter on Mon Jan 10th at 8:57pm 2005
Unreal Tournament was a great game. I enjoyed kicking ass and taking names against those wily bots in DM, blowing them away with either the flak cannon or dual pistols - my weapon of choice. UT had some great maps, like Pressure, Deck, Liandri, the one that was the castle floating in the void, the ones that came with the demo, and a bunch of other ones. It had its share of s**tty maps too, like those spaceship levels, almost all of the assault maps, the one with the ghost ship floating on the water, and Fractal. Of all the UT maps to remake, Kaos_Nyrb apparently decided that Fractal was the most worthy. Ouch.
<br>
<br>The map has three levels with a hole in the floor and a big disintegrator embedded in the ceiling. There is a constant stream of throwable props falling from the top into the pit below, only to be teleported back to the top so they can fall through the disintegrator beam and get that blue dissolve thing going on. If it were done properly it would be pretty cool, but for some reason you can see the props quickly travel to the top for their second trip down. Another weird thing about it is that the props are dumped into the bottom just so they can be teleported back up to be removed... why would anyone design a trash disposal like that? There is a button on the top that when pressed will remove the floor, causing any hapless players to fall through and be teleported back up to be dissolved. It's a good idea, but if you just take a straight dive you can avoid being dissolved for a few trips until you bump into a falling prop and slow down. The whole setup is just a little screwy.
<br>
<br>On top of this there is some vile red lighting and poor texturing. There is no real detail around the map, and buildcubemaps wasn't run so you get treated to some nice purple combine textures up top. I couldn't get one of the elevators to work, which destroys what limited connectivity the map had. A map this simple that relies on gimmicks really needs to have a solid, properly working gimmick with at least some structural detail. Unfortunately this map has neither. I'd think that with some additional effort and polish Fractal could be successfully recreated and may be a decent 4 player HL2DM map, but not in it's current incarnation.<br /><br /><b>Verdict</b><br /><br />A poor rendition of a poor UT map

Yak_Fighter
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Re: DM_Fractal
Posted by MJ on Wed Jan 12th at 3:52am 2005
Looks like a quake1 map
<br>
<br>needs detail though and alot of it. The garbage disposal concept is pretty cool.

MJ
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Registered: Dec 25th 2004
Re: DM_Fractal
Posted by Kaos_Nyrb on Thu Sep 29th at 9:07pm 2005
After this i stopped mapping, and found i have talent in programming ^ ^
Kaos_Nyrb
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Re: DM_Fractal
Posted by Yak_Fighter on Mon Jan 10th at 8:57pm 2005
Unreal Tournament was a great game. I enjoyed kicking ass and taking names against those wily bots in DM, blowing them away with either the flak cannon or dual pistols - my weapon of choice. UT had some great maps, like Pressure, Deck, Liandri, the one that was the castle floating in the void, the ones that came with the demo, and a bunch of other ones. It had its share of s**tty maps too, like those spaceship levels, almost all of the assault maps, the one with the ghost ship floating on the water, and Fractal. Of all the UT maps to remake, Kaos_Nyrb apparently decided that Fractal was the most worthy. Ouch.
<br>
<br>The map has three levels with a hole in the floor and a big disintegrator embedded in the ceiling. There is a constant stream of throwable props falling from the top into the pit below, only to be teleported back to the top so they can fall through the disintegrator beam and get that blue dissolve thing going on. If it were done properly it would be pretty cool, but for some reason you can see the props quickly travel to the top for their second trip down. Another weird thing about it is that the props are dumped into the bottom just so they can be teleported back up to be removed... why would anyone design a trash disposal like that? There is a button on the top that when pressed will remove the floor, causing any hapless players to fall through and be teleported back up to be dissolved. It's a good idea, but if you just take a straight dive you can avoid being dissolved for a few trips until you bump into a falling prop and slow down. The whole setup is just a little screwy.
<br>
<br>On top of this there is some vile red lighting and poor texturing. There is no real detail around the map, and buildcubemaps wasn't run so you get treated to some nice purple combine textures up top. I couldn't get one of the elevators to work, which destroys what limited connectivity the map had. A map this simple that relies on gimmicks really needs to have a solid, properly working gimmick with at least some structural detail. Unfortunately this map has neither. I'd think that with some additional effort and polish Fractal could be successfully recreated and may be a decent 4 player HL2DM map, but not in it's current incarnation.
Design
Gameplay
Verdict
A poor rendition of a poor UT map
Pros
Good attempts at interactivity and decent effects
Design
They are coupled with slipshot construction and weak visuals

Yak_Fighter
member
1832 posts
406 snarkmarks
Registered: Dec 30th 2001
Location: Indianapolis, IN
Occupation: College Student/Slacker