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Post Posted: 21 Oct 2014, 01:01
Post Posted: 21 Oct 2014, 05:49
From the Review wrote:The mine cart ride is where Episode 1 hits rock bottom. You begin in a room with a railway and several computer screens which, when activated, turn into crude (only visually) security cams showing different sections of cart rail. Each of the screens is outfitted with a lever, and moving them shows a shift in the track somewhere along the railway via camera. You are led to believe, as I naturally assumed at first, that there was a particular path that was correct, and that discovering the right path is a matter of trial error. The trial and error part was correct, but the paths of the rail matter little, as they only change which segments of the mine you will pass through. Boys and girls, this is where most players will likely exit the game. I can appreciate the complexity of this particular use of movers and what must have been involved to script such an intricate rail system with a moving cart that rides the passages correctly, and I suspect any mapper could sympathize with how difficult this must have been to put together. But this does not excuse the fact that the map is broken. Not just bugged, and it is that. Or clunky. Or badly optimized. It is all these things. But it is also broken, for there is no way any reasonable player will ever attempt to try to finish this map. I gave it a good long thorough attempt, and even I had to give in to temptation and dab that tilde key. This map is just unplayable. It is absolutely ludicrous to expect a player to put up with this. I give you the mine cart, which is activated by the flick of a lever and quickly begins its move through the railway system. You have precious seconds to jump up the bars sticking out of the back before it begins to move, and once it does then getting inside is next to impossible. Then you have to either wait a good long while for the cart to return or reload your game. And you can't follow the cart through the hatch, of course. You'll get crushed when the door closes. To put it bluntly, getting inside the cart is beyond frustrating, and the whole sequence of entry/exit into the contraption is horribly conceived. Unreal player collisions and movers just don't react well in these situations, and this point is made clearer no better than what comes next. Say you actually get inside the cart and begin the ride through the tunnels; what you're faced with then are a number of instant death bugs that will make you want to punch a baby dolphin in the face! These are all those that I experienced in my game, perhaps you'll discover your own:1. Mine cart goes uphill, I die instantly no matter where I'm standing.2. Mine cart goes downhill, I die instantly no matter where I'm standing.3. I stand in mine cart. I die instantly.4. I crouch in mine cart. I take damage and die. Almost instantly.5. I fall out of mine cart. I run around track for half an hour and explore all rooms on foot. No exit is in sight. I find lift going back to start and try again, where I die instantly on mine cart.6. I fall out of the mine and make my way to a segment entering which ensures I can never get out again.7. I put on God mode and ride the cart despite taking damage. I ride around and come back to beginning of level. No exit in sight.8. I put on God mode and get crushed to death anyway.9. I give up on any sense of dignity and ghost through level. No exit can be found. If there exists a way to complete this level, I just don't care. I really don't. And you shouldn't either. It is the odd man out in a pack where every other map can be completed with some perseverance. But this level asks the player to be unreasonably forgiving, like a hitchhiker you pick up one stormy night that stabs you with a rusty knife and then has the audacity to ask if you can drive him to a motel.
Post Posted: 21 Oct 2014, 07:01
Post Posted: 21 Oct 2014, 20:17
Post Posted: 21 Oct 2014, 22:32
Post Posted: 22 Oct 2014, 14:21
Post Posted: 23 Oct 2014, 18:10
Post Posted: 24 Oct 2014, 01:02
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: 24 Oct 2014, 23:57
Mman wrote:I played through a long time ago and recall I did need to use ghost or look in the editor to find the exit, I can't remember how much trouble I had with the cart; I don't recall being too troubled by it but maybe I blocked those memories. It's a nice idea with dodgy execution, which seems to apply to several of the Zora maps.
Mister_Prophet wrote:One has to remember that the Zora levels had for years been a mainstay on COOP servers and were dismissed for a long time by USP under the false pretense that they were meant for COOP and had no SP components. I'm glad that I was implored to check them out and post the reviews here for posterity, but there is something to be said for how a level is made for long term COOP games as opposed to SP construction, and Zora's levels share a common trait seen in gametypes like Bunny Track or Monster Hunt where the emphasis is on other factors.
Post Posted: 25 Oct 2014, 09:56
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