DM_Fractal

DM_Fractal

Re: DM_Fractal Posted by Yak_Fighter on Mon Jan 10th 2005 at 8:57pm
Yak_Fighter
1832 posts
Posted 2005-01-10 8:57pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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.

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.

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.

Verdict

A poor rendition of a poor UT map
Re: DM_Fractal Posted by Yak_Fighter on Mon Jan 10th 2005 at 8:57pm
Yak_Fighter
1832 posts
Posted 2005-01-10 8:57pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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.

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.

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
Re: DM_Fractal Posted by Kaos_Nyrb on Tue Jan 11th 2005 at 9:56pm
Kaos_Nyrb
37 posts
Posted 2005-01-11 9:56pm
37 posts 14 snarkmarks Registered: Dec 4th 2004 Occupation: Student Location: UK
Hey everyone!

If any of you've played my map can you give me honest feedback?

thanks! :smile:
Re: DM_Fractal Posted by MJ on Wed Jan 12th 2005 at 3:52am
MJ
80 posts
Posted 2005-01-12 3:52am
MJ
member
80 posts 38 snarkmarks Registered: Dec 25th 2004
Looks like a quake1 map

needs detail though and alot of it. The garbage disposal concept is pretty cool.
Re: DM_Fractal Posted by habboi on Wed Jan 12th 2005 at 4:14pm
habboi
782 posts
Posted 2005-01-12 4:14pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Can you host it as i would love to shoot someone into the garbage killing machine :biggrin:

How did you do it?
Re: DM_Fractal Posted by Kaos_Nyrb on Wed Jan 12th 2005 at 4:48pm
Kaos_Nyrb
37 posts
Posted 2005-01-12 4:48pm
37 posts 14 snarkmarks Registered: Dec 4th 2004 Occupation: Student Location: UK
i'll try n host it
Re: DM_Fractal Posted by DrGlass on Mon Jan 17th 2005 at 3:02am
DrGlass
1825 posts
Posted 2005-01-17 3:02am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
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.
Re: DM_Fractal Posted by BlisTer on Mon Jan 17th 2005 at 3:58am
BlisTer
801 posts
Posted 2005-01-17 3:58am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
<DIV class=quote>
<DIV class=quotetitle>? quoting DrGlass</DIV>
<DIV class=quotetext> 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.
</DIV></DIV>
havent ppl grown tired of throwing stuff at each other? or of maps that are overcrowded with stuff? i ve grown tired of it from just looking at screenshots :smile:
Re: DM_Fractal Posted by DrGlass on Mon Jan 17th 2005 at 11:59pm
DrGlass
1825 posts
Posted 2005-01-17 11:59pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
havent ppl grown tired of throwing stuff at each other? or of maps
that are overcrowded with stuff? i ve grown tired of it from just
looking at screenshots :smile:
The gravity gun is a wepon, like most wepons it needs ammo. Thats
like saying, "why do people put shot gun ammo in the maps, i hate the
shot gun" models should be a part of any map. When people over
use them, place cars in out of the way places or put huge industrial
pipes in the middle of a house. Then it starts gettting a little
over board.
Re: DM_Fractal Posted by Kaos_Nyrb on Thu Sep 29th 2005 at 9:07pm
Kaos_Nyrb
37 posts
Posted 2005-09-29 9:07pm
37 posts 14 snarkmarks Registered: Dec 4th 2004 Occupation: Student Location: UK
After this i stopped mapping, and found i have talent in programming ^ ^