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UTvsDOOM
By Nick C

Let me just introduce Grim, Grim is from the clan Co30 and has been around the Unreal scene from basically the start so I now hand over to him to do the review.. Grim...

Ahhh......his could have been such a good level for old farts like me who remember Doom and Doom2 so fondly........

If you've ever played those games you'll still feel a little tingle go down your spine at the very mention of their names...... Nick has tried to bring back some of this nostalgia with this CTF level but unfortunately, he's failed miserably. But first, the good points: The textures are a very accurate indeed and in the layout Nick as managed to re-create some of the rooms from the first level's of Doom 1 and 2.
It did make me smile when I turned some corners and saw the old layouts re-appear right before my eyes. Even some of the secret passages are there......nearly had to wipe away a tear..... The music is authentically reproduced too. The little midi-type soundtrack pumping away like there's no tomorrow....hehe.....urging you forward!!

Botpaths are okay. They managed to find the goodies but I had problems with some of them getting stuck in certain parts of the map.

Now that bad news. Simply, it's just too tight. I've actually re-installed Doom1 and 2 on my system to check the dimensions......and it's like sqeezing through the backstreets of Calcutta in comparison to the originals.
One instance, I teleported to the platform without knowing and got translocated somewhere else instanatly simply becuase there wasn't enough room on the platform for me to react in time.

The map maybe workable on a LAN, (I haven't access to one, so I can't confirm this) but from my years of online play this level would suck badly, particularly if you've got a 56k and have a cable modem user as an opponent. The former wouldn't stand a chance. Worst of all, the level design is *seriously* flawed in one gob smacking way. If you're on blue and remember the secret passage from the old games, to the right as you face the platform, you can just nip through, bypass nearly all the level, avoid the auto-gun, grab the red flag and nip back in a few seconds. Just about in the time I'm taken to type this paragraph in fact. Makes all the effort that was put into rest of the map design a huge waste of time. Shame that.

With tweaking, it could make a passable DM level but as a CTF map I really can't recommend it at all....

 

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