Visit our Discord community hangout and have a real-time talk with the regulars, and keep track of UnrealSP.org developments.
Development on a new site is currently in-progress.
Until then, site contents are available on the Legacy site!
Additionally, newer content written by our staff is available in a temporary subforum.
We sincerely apologize for the delays in recreating the site.
Moderators: Semfry, Doublez-Down, Delacroix, UBerserker, Jigoku
Post Posted: 19 May 2014, 12:39
Post Posted: 19 May 2014, 12:58
Post Posted: 19 May 2014, 18:13
Mman wrote:I just find it a below-average (by ONP standards) map; I find levels like the Merc base far more annoying overall, even if they have a much greater amount of detail. The use of the translocator is pretty cool though.I recall someone saying some parts felt like a deathmatch map, which is funny because that corridor with the cool door WAS part of a DavidM deathmatch map (I think some of the other corridors are too). Oh yeah, and default textured bricks .
Post Posted: 21 May 2014, 14:05
Post Posted: 21 May 2014, 22:01
Post Posted: 22 May 2014, 00:04
Skaarj Mines of Rrajigar is one of ONP's oldest maps, and overall the one I find the worst map of the lot. The player visits some "new sections" of Rrajigar Mines, eventually emerging in the first areas of Cliff Bleszinski's original Rrajigar Mine map, although slightly modified. My main complaint is that, in aid of making the map Translocator intensive, the new areas do not flow together well at all. Plus, the theme on the whole is more Foundry than Rrajigar. Basically, Skaarj Mines of Rrajigar feels like a bunch of disparate rooms vaguely slapped together in pretense of making a map. Cliff Bleszinski's original section of the map is nicest in design, but doesn't look that great with DavidM's texture and lighting changes.Overall, this map is far from a success story, and is the one map that really should have been completely rebuilt with DavidM's more recent and improved skills. Still, at least appropriate use was made of DigSh.umx sections 0 and 2 as music for the map.
Post Posted: 22 May 2014, 02:47
Code: Select all
function Tick(float deltatime){ local int i; for(i=maxint; i>=-maxint; i--) { if(i==-maxint) { log("This is my overall rating of this map: "$i); } }}
Post Posted: 22 May 2014, 17:46
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 23 May 2014, 05:43
Return to “Map Of The Week”
Users browsing this forum: No registered users and 2 guests