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USP-07, "Shia'dorle Refuge" by Zynthetic

Story

After the drop in the Shia’dorle temple you find yourself in what the Nali describe as their holy refuge. The translator message at the start of the map gives a very good description of what to expect. The refuge is swamped with flies and is now a treacherous place. The constant rain seen in USP-06 has flooded the path to Yntic Zhet pass. Your task is to figure out if you’ll be able to get there.
This is an entirely new map made for the 2.0 version, and fills the gap after the Shia’dorle catacombs.

Creatures and Items

Weapons acquired: DP Powerup, Automag, Stinger, ASMD.
Enemies encountered: Fly, Tentacle, Slith, Devilfish, Giant Squid.

Architecture

Architecture is of good quality, but not exceptional in any way. Some parts of the map could have done with more detail, but as it is now the map has a framerate-friendly poly count, which is equally as important.
You get one glimpse of the sky at the later stages of the map, but unfortunately Zynthetic has done the sky using a cloud texture with pan and small wavy. This does not look good, and would have benefited from having a proper skybox.
Score: 8

Texturing

Some misalignment in the flooded chamber, but I doubt that any one wearing a scuba gear and fighting a Giant Squid has the time to take a proper look around, so this is forgiven, even if it is unnecessary. Different texture sets have been used, including ShaneChurch.utx, NaliCastle.utx. Mine.utx etc. The textures chosen gives the level an authentic feel, but few omg-omg moments. Solid work!
Score: 8

Lighting

As a whole the map has decent lighting. All lights have sources which make sense. and great care has been taken when lighting the hallways leading to Yntic Zhet pass.
For some reason the lanterns used here seem too dark to emit all the light that they actually are. Perhaps the lanterns would benefit from having checked the unlit box, or been given an ambient glow of some sorts. This is not a big deal, but it just doesn’t look quite right. At the beginning of the map there are two candles standing on each side of the stairs. One has a lens flare, while the other does not.
Score:

Sound

Plenty of sound actors in this map, and Zynthetic has done a marvelous job in making the hallways come to life. Considering that it’s harder to create a believable organic atmosphere indoors than it is outdoors, and especially so in a deserted and barren place like this.
The map is using Fifth.umx which is well suited for a dark, scary, slow moving experience.
Score: 9

Technical Execution

Lots of interesting things happening here. Spawn points, traps, advanced movers, helpful Nali and so on. As far as I know this map has been a learning experience for the author, and it is obvious that he is a fast learner! That being said there are a couple of things that needs to be mentioned. First of all: The Giant Squid is either to big, or the room is too small (you choose). The tentacles disappear into the surrounding structures, and that just doesn’t look right at all. It is also possible to shoot the chain holding the Squid cage from beneath. Meaning that you can actually shoot it off and not even know that it was there.
There is also at least one place where you can get stuck and fall out of the world, and this to is rather annoying. But apart from that it comes off as a quality map.
Score: 7

Gameplay

A very fun and moody experience. This pack has revived the Unreal fly! First in Usp-03 and then in this map. We had forgotten how scary the little buggers can be when you face 10 of them at the time. Zynthetic has done everything right as far as gameplay goes. You get a good description of the level as soon as you enter it, and there are small sub-stories that keep it all interesting. There are surprises and traps everywhere, and having encountered just one of them, you suddenly get the urge to take things real slow; because you just know that something bad is going to happen. Even though the Giant Squid was a bit of scale, it was an interesting and original twist. Thumbs up!
Score:

Overall Effect

A very good ending to the “Shia’dorle trilogy” and a highly playable map. There is enough going on to keep the player both interested, and on his toes. If you are interested in spectacular architecture and original design, then this is probably not for you. But if you want an extremely playable and entertaining map... well, you just found it!
Map Score: 8

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Quick Links | Introduction
1. Back Again
2. E'Nara Town
3. Cellars of E'Nara
4. Temple of Somana
5. Valley of Shia'dorle
6. Catacombs of Shia'dorle
7. Shia'dorle Refuge
8. Nd'defel's Defeat
9. Palace of Chizra
10. Temple of Novana
11. Entry to Triskaden
12. Triskaden Station
13. Nuk'Ratha Pass
14. Fortress of K'etrith
15. Kra'Filnish Valley
16. Location Z-14
The Déjà Vu Story | Final Comments