T3KT0N
11-19-2003, 06:13 PM
This applies to TDM and DM,I don't know about CTF,(CTF Face especially is NOT in my list.).
Lately,more and more UT original classic maps are converted to UT2k3,by classic I mean the originally Epic released maps and the FEW very good packs /mods,that were made about 2 years ago.
Not only it makes me immensely glad to play them, it also REJUVENATED my interest in the game, that was COMPLETELY lost,with all those biiiig sorry ass one-shot kill camp-a-thons that were dished lately by every aspiring map-maker,where lava,vast empty fields,abysmal heights and kill plates substituted good map design.
Before you (all UT2k3 aficionados)jump at my throat let me make my case for these maps,and their appeal.
It all starts with the game engine's INTENDED capability to use PERSPECTIVE,and WEAPONS damage as well as MODEL hit points.
Those early maps, ex. Deck 16,Liandri,Peak, Turbine,Craticus to name a few,were designed EXPRESSLY for the game using the engine's capabilities and forced perspective,resulting in believable visual fields.
You may argue that UT2k3 has a new engine,well,yes and no,since the original engine's basics were overhauled to handle more polys and better net play,while the initial perspective/dimensions/proportions handling ratio (if I may use this term),is very similar to the original.
These maps were/are a joy to play since GAMEPLAY gels easily resulting in the fast-paced UT game that made this game a hit.
When playing those maps ,in interior or exterior settings,there is no need to meander 3 minutes to find the next opponent,there is no snagging in pointed edges around nicely designed but useless columns or useless statues,there are few AND balanced sniping points counter-balanced by sneaking acces to these same points,the opponents are just visible enough to be aimed at, and not a speck in the horizon,and (surprise surprise) bot path finding/support is easy as pie.
Since in MOST games bots are present/indispensable,I noticed that in EVERY recent and custom-made NEW map,half of the time the bots (friend/foe)get in the way of the shooting resulting in many UNNECESSARY deaths.
In UT2k3 with it's EXQUISITE so far, bot/AI programming, such a flaw is unacceptable,and I attribute it more to bad NEW map design than anything else.
The fact that these maps are coming back in droves proves that players veterans and noobs,return to the root of UT gaming that made this game such a gem.
Just my opinion,here.
Yes I like the game spammy and fast,I admit.
And it doesn't mean that I don't die a million deaths under the shots of throngs of many-many better players.
:)
Lately,more and more UT original classic maps are converted to UT2k3,by classic I mean the originally Epic released maps and the FEW very good packs /mods,that were made about 2 years ago.
Not only it makes me immensely glad to play them, it also REJUVENATED my interest in the game, that was COMPLETELY lost,with all those biiiig sorry ass one-shot kill camp-a-thons that were dished lately by every aspiring map-maker,where lava,vast empty fields,abysmal heights and kill plates substituted good map design.
Before you (all UT2k3 aficionados)jump at my throat let me make my case for these maps,and their appeal.
It all starts with the game engine's INTENDED capability to use PERSPECTIVE,and WEAPONS damage as well as MODEL hit points.
Those early maps, ex. Deck 16,Liandri,Peak, Turbine,Craticus to name a few,were designed EXPRESSLY for the game using the engine's capabilities and forced perspective,resulting in believable visual fields.
You may argue that UT2k3 has a new engine,well,yes and no,since the original engine's basics were overhauled to handle more polys and better net play,while the initial perspective/dimensions/proportions handling ratio (if I may use this term),is very similar to the original.
These maps were/are a joy to play since GAMEPLAY gels easily resulting in the fast-paced UT game that made this game a hit.
When playing those maps ,in interior or exterior settings,there is no need to meander 3 minutes to find the next opponent,there is no snagging in pointed edges around nicely designed but useless columns or useless statues,there are few AND balanced sniping points counter-balanced by sneaking acces to these same points,the opponents are just visible enough to be aimed at, and not a speck in the horizon,and (surprise surprise) bot path finding/support is easy as pie.
Since in MOST games bots are present/indispensable,I noticed that in EVERY recent and custom-made NEW map,half of the time the bots (friend/foe)get in the way of the shooting resulting in many UNNECESSARY deaths.
In UT2k3 with it's EXQUISITE so far, bot/AI programming, such a flaw is unacceptable,and I attribute it more to bad NEW map design than anything else.
The fact that these maps are coming back in droves proves that players veterans and noobs,return to the root of UT gaming that made this game such a gem.
Just my opinion,here.
Yes I like the game spammy and fast,I admit.
And it doesn't mean that I don't die a million deaths under the shots of throngs of many-many better players.
:)