Unreal Tournament - Maris 1.1

 Maris 1.1
Gameplay :
Design :
Originality :
Ambience :
Framerate :
  1. by Swanky
  2. gametype : Deathmatch
  3. downloaded : 52 times

Originally invented to expand into new living spaces, Maris city is still growing. However, living in the open sea, life comes with its share of problems, too. For one, huge data transmitters are needed, as well as food for everyone. Maris processing is multiple purpose station.
For one, it packs and sends information across the sea while it also serves as a fuel reprocessing plant. Maris Processing Station is newly built, and as it works fully automated, there are no problems using it as a Deathmatch Arena as well, as people enjoy their evening-beer at the bar nearby.

- Larger than your average DM-Map
- High polycounts!!!
- Lots of height differences
- I was inspired by Epics Cold Fusion to do this map. Having made a few DNA themed maps, it was relatively easy to add details.
Funny though, as everyone keeps telling me this map would have great architecture, it still feels more like having spammed details all over the place. I don't really like the architecture here; I have the feeling it could have been more flowing in general, but for it is, it seems okay I guess.
- Uses the same lightscheme as DM-CrescentSun: cyan, pale gold and red
- I am very happy with the layout of the map. However, it could not have been finished without the help of Pandemonium, S'Calain and most importantly Creavion who gave me the final impressions of the layout. Original inspired by another map, it all started with the simple recreation of one room from that map with minor tweaks. I then developed the complete outside area with the goal of creating something more
epic then before, something in the way of FragnBrag. The outside area was quite finished when I begun working on the inside areas, two large rooms with more Z-Axis than in the outside areas, and also two smaller side areas that merge into the main rooms and serve as separated ramps.
I first made the room with the small lookout onto a small water pool. You can see it when you look through the large, turquoise windows. Overall, this room acts as nothing more than a huge fighting space with a little ammo and health thrown in. In the final version, everything else has been shifted to other areas.
Last, but not least, the final cut had to be made in the upper east section which holds two health packs, the Bio Rifle and some ammo packs. I had no motivation that convinced me finishing this map, not even until Crev had given me the final impressions to eventually finishing up the layout. Actually it
was pure luck that drove me to sit back on it again. As I got into the Ed again, one and a half year after I had created DOM-FoT-Alderon, and almost half a year after creating CrescentSun, I felt I had lost a lot of my mapping skills. Sure, it's not that hard to cut out a few brushes, but it's hard
to create a feeling world, to invent an atmosphere that draws you in.
Yet I had begun working on the map, with problems, though. The initial idea was to make a constant stream of particles flowing into the open sea.
I had no idea how to do it epic-styled so it would fit the rest of the map. So I sent a PM to effects mastermind and a walking lexica of unrealed 2.0 knowledge, Revelation. He came up with the solution of the cannon, and made it in a few steps interrupted by discussions. It looked stunning, and I started
working on the last parts of the map, creating lighting and effects, dropping a few pathnodes and playerstarts here and there.
Afterwards, this map was released as a Beta. However, as almost every single time, people will always gaze for visuals but not for gameplay. Gladly, there are exceptions to this like cooloola and Lord Kafer who helped with blocking and pointed out a few things that I would have overlooked for sure.
As I am writing these lines, one of the last rebuilds takes place before releasing a final beta for few people.
- I HATE THIS GODDAM EDITOR -.-

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