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Unreal Tournament

Review: Morene

Great work for a first-time mapper

Project information

Title
Morene
Author
Georg "ThickAsABrick" Jensen
Platform
Unreal Tournament
Scale
Single Map

Main review

The original review, based on the old review schema:

"Morene", while short, is great work for a first-time mapper. For his first map, community member ThickAsABrick decided to build a short map set on a cargo ship that has been partly destroyed by a Skaarj attack. With a basic premise, the player's goal is to escape, and what follows is a nicely built but short journey through a Skaarj-infested high-tech map.

What's most impressive about Morene as a first-time map is the architecture. Although a lot of the areas are based ultimately on subtracted cubes, ThickAsABrick has taken pains to introduce angles and details, and it's only in certain areas that the map shows a real lack of detail - in the curved corridors, for instance, which show good use of UnrealEd's 2D Shape Editor but not a lot else. Elsewhere, such as in the ruined areas at the start of the map, details are very nicely introduced into the environment (and the coolant leak is a good addition, even if I did fall into it twice and had a difficult time trying to find somewhere to climb out).

Texture-wise, ThickAsABrick took the unusual step of using the Xtortion texture set - which gives the map a freshness to it, even if it's a set that I really don't much like. Unfortunately, the textures are pretty plain, and don't take all that well to the pinkish light used by ThickAsABrick in the larger cargo holds. These areas could really have benefited, in fact, from a good use of contrasting but complimentary colours (such as the well tried-and-tested blue and gold used in many high-tech maps). For the most part, though, the lighting was good work for a first-time mapper - even if it did look somewhat unsourced in the larger areas.

I found that sound was used well throughout the map, and ThickAsABrick even composed a custom action segment for the soundtrack, which is very effective when suddenly erupting from the quiet of opal.umx - however, I felt that after the relevant fights were concluded, the action music should have faded out rather than cutting suddenly back to opal.umx or silence.

There's not a lot more to say other than to comment on gameplay and technical execution. ThickAsABrick balanced gameplay pretty well, making the combats moderately challenging even on Medium skill, and even added a few innovative touches such as a long-range Stinger attack and a Brute with grenades. Technically the map was fair, but a misaligned light texture was very noticeable at the start of the map, and an unnecessary slowdown just before a key combat suggested that further optimisation would have been beneficial. I also saw a number of classic newbie errors, such as lens flares floating some way away from their light sources above the cargo holds, but nothing disastrous - and ThickAsABrick even included an extro cut-scene for completeness.

A very sound map from ThickAsABrick. I look forward to seeing what the mapper produces in the future.

Summary

Old Score: 6.5

Score
Build (0%)
  • Architecture
    Imagination, realism and detail of structures used in the design of the level.
    0
  • Texturing
    Use of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.
    0
  • Lighting
    Lighting of the level: does it look cool? Use of light colour and other effects, and sourcing of lighting (no light out of nowhere).
    0
  • Sound
    Use of ambient sounds and event sounds to give the level atmosphere, and the quality of any custom sounds. Appropriate use of music and silence to complement the atmosphere.
    0
  • Technical Execution
    Technical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.
    0
Cast (0%)
  • Conceptual Grandness
    Scale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.
    0
  • Story Construction
    Backing story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.
    0
  • Story Implementation
    Progression of the written story via the events of the level, and performance of voice actors where applicable.
    0
  • Gameplay Awe
    Quality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.
    0
  • Gameplay Balance
    Balance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.
    0
Rating
Not present
Score
0%