Reviewer: Tronovision
Map Name: DmLostInSoul
Author: Nicola Logrillo
Map Type: Deathmatch
Date Released: March 2008
Unreal Version: 227
Overall Rating: 6.5/10
[Download DmLostInSoul.rar] - 3,465 Kb
Reviewer's Thoughts:
This is the second map which I have reviewed here at SkaarMonuments.com by Nicola and compared with his first map, I found both a number of mapping improvements but also reoccuring issues which should be worked on in future maps, but lets get on to the review!
Scoring Breakdown:
Ambience: 6.5/10
DmLostInSoul takes place within an Egyptian themed setting and features all of the usual hallmarks of an Egyptian temple: tombs, torches and hieroglyphics. The map almost instantly brought back memories of one of the maps found in Goldeneye for the N64. The map has a few secret passageways to explore and a trap (found in one of the main rooms) which add a little more interest than your run-of-the-mill deathmatch levels. I enjoyed that the author attempted to enhance the theme with sand piles here and there as well as a diamond structure embedded into the floor which allows one to see the room below. The level is quite roomy and allows for as many as 8 players to move around comfortably. One of the main problems that seems to reoccur in the author's maps is the incorrect setting of mover sounds which causes the sound to loop indefinitely (please in the future, try to get this problem fixed as it can be extremely annoying).
Geometry: 6.5/10
The map geometry is nothing tricky but is effective for creating the Egypt theme the author was going for. I was somewhat uneasy about the numerous pillars in the main rooms which were both numerous and had many sides which upped the poly count of the rooms without necessity (although most computers would experience no problems). I really think that the level could have been enhanced if the author moved away more from the basic primitives and tried making some unique shapes using the 2D editor or simply vertex editing.
Texturing: 7.5/10
The texturing was for the most part consistent with the theme of the map and well aligned. One of the noticeable problem areas were the textures on the spiral staircase walls, which were simply a repeating unit of the beginning of the texture instead of wrapping the texture around. The trim was nicely done and brought some uniqueness to the area but other areas were too homogenous (i.e. too much of the same texture use, giving no contrast). I was unsettled about the choice of red texture for the pillars since the rest of the map contained textures with muted colors, giving a sharp contrast to the rest of the map (I also find that solid color textures do not work with lighting very well). I noticed that for some of the torch textures used that they were set to 'masked' instead of translucent (makes a HUGE difference in the believability of the flames).
Lighting: 5.0/10
The lighting was definitely the weakest aspect of this map. All of the torch lights were essentially at their default settings, casting a very dry and boring light on the whole map (this KILLS the ambience and believability of the map). I would suggest that the author looks at the properties of the lighting actors used in the original unreal series to see how each of the variables affects the look of the light (it is actually quite an art to make realistic and appealing lighting and is VERY overlooked in most maps). The author did make use of some of the torch waver and water shimmer effects available which was good though.
Inventory: 7.0/10
There seemed to be a reasonable number of pickup items when playing with lower player loads (2-3 players), however there is a drastic shortage when playing with more players. Inventory placement is good (especially the shield belt placement with the trap and the superhealth in the pool) however there are definitely a larger concentration of pickups in some areas and almost absent in others, namely the upper walkways and main corridors (bots wont use these areas).
Playability: 7.5/10
The overall polycount of the map is very reasonable and pretty much anyone should be able to play this map without any lag (with the exception of the main lower room with the numerous pillars). The map does have a decent flow but players are often left out in the open without a weapon, which can be really annoying when playing against ruthless bots (or players for that matter). Overall, the map is a definite improvement from his previous map, however a number of key issues (listed within) need to be added before this author can start cranking out any legendary maps like all of us mappers try to achieve. Keep your maps coming Nicola!
TOTAL = 40/60