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04/08/2008 - "Gore Mine Crossing" by Heiko

Each week a single map is discussed here in detail.

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User avatar Hellscrag
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Subject: 04/08/2008 - "Gore Mine Crossing" by Heiko

Post Posted: 04 Aug 2008, 20:36

Map Title: Gore Mine Crossing
Author: Heiko Dreyer & DavidM
From: Operation Na Pali
Filename: np06heiko.unr
Video Playthrough: http://www.dailymotion.com/MMAN2/video/10664062
Demo: http://www.dailymotion.com/MMAN2/video/10690357

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Synopsis: ONP guy emerges onto a spacious terraced cliffside on the fringes of a Skaarj mining network. He must traverse the multi-tiered terrain to reach the village at the bottom in order to gain access to a Skaarj outpost borrowed from Xidia.
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Post Posted: 04 Aug 2008, 20:38

This one really feels like NyLeve v2.0 to me. That's not a bad thing! Both maps include a wide, open terrain area with multiple levels of elevation, mines, Brutes and also quite some memorability. While Gore Mine Crossing lacks the optional exploration value of NyLeve, it features a much greater overall map length and depth.
Last edited by ividyon on 04 Aug 2008, 20:44, edited 2 times in total.
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User avatar Hellscrag
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Post Posted: 04 Aug 2008, 20:38

This map has a really old school NyLeve's Falls vibe to it. In Heiko's original incarnation (with NyLeve-style terrain texturing and lighting) it was IMO one of the better maps in the ONP demo. However, I really don't think the map benefits at all from the "improvements" made by DavidM for the final version. The revamped outdoor texturing and lighting looks foul to me and, IMO, serves to draw attention to rather than conceal how old-fashioned this map is.
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User avatar ividyon
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Post Posted: 04 Aug 2008, 20:47

Basically this is the kind of map I would like to create most. Sadly difficulties with creating larger, complete terrains and my own procrastination prevent me from ever progressing far..
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User avatar Darkon
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Post Posted: 04 Aug 2008, 20:52

sana wrote:While Gore Mine Crossing lacks the optional exploration value of NyLeve, it features a much greater overall map length and depth.


yep.. that's the problem with ONP's linearity...

Map was nice from what I remember... should dust off the demo again and give that a go...

Did Heiko make other maps besides the ONP one(s)?
there's more

User avatar Hellscrag
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Post Posted: 04 Aug 2008, 20:56

Darkon wrote:Did Heiko make other maps besides the ONP one(s)?


The only other Heiko map that I've played is an UT one, DM-Timor (which was quite nice, actually).
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User avatar Jethro
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Post Posted: 04 Aug 2008, 21:39

Had some nice touches in it, but it suffers from lack of scripted events (or is this the map with nali ships landing?). Quite memorable and indeed has NyLeve feel in it.

One more thing: Speedrun record time shown in official map commentary is incredible, I still have no idea how to reach it....
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Subject: ONP sucks.

Post Posted: 04 Aug 2008, 21:56

Annoying map.

What the hell is up with the lighting outside? It does look cool by looking at the screen. Now, play the map and you shall see how horrible are the shadows. And the various bugs on the mountains. No comments about the sky, it's just as bad.

Architecture-wise, it's pretty good, but the grass textures seem overscaled a bit. The indoor - mine - sections are perfect, the best parts of the map.
Too bad you can't explore the entire mountain. Or not.

The gameplay is lame. Seems the Skaarj Warriors took so much drug. Increasing their ground speed to an incredibly high amount has no sense whatsoever. It doesn't make them hard, it makes them stupid to look at. The rest is pretty easy due to hitscan domination/explosive weapons or just because the Brutes are never capable of being dangerous. Although the Mantas attack during unpredictable moments.
At least all the weapons you get there are going to be used in the next two maps that I've seen somewhere else :shake:

Doesn't remind me of Nyleve at all. It reminds me of ONP itself.

Another Pro:
+Neve.umx: no other tracks fit this map.

Another Con:
-The first secret area: tries to be too uber awesome. It's uberfail.
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Post Posted: 05 Aug 2008, 06:33

This map is one that makes me remember right away.
Was sooo cool, I wish more could be done like this.

UT04 that one ONS map Horences did reminds me of this.
Just ban everyone

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Post Posted: 05 Aug 2008, 07:07

redeye wrote:This map is one that makes me remember right away.
Was sooo cool, I wish more could be done like this.

UT04 that one ONS map Horences did reminds me of this.

Dawn or Torlan?
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User avatar kea
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Post Posted: 05 Aug 2008, 08:08

I quite liked this map. Don't understand how people can say it's build is lame. Quite a lot of effort was put in it, that's for sure. 'Forever-sunset" lighting of most ONP maps can be annoying a bit, though.

Creavion wrote:
redeye wrote:This map is one that makes me remember right away.
Was sooo cool, I wish more could be done like this.

UT04 that one ONS map Horences did reminds me of this.

Dawn or Torlan?

Adara I guess.

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Post Posted: 05 Aug 2008, 08:56

This map is probably my favourite in ONP. The music roxxors in this context. This map is honestly what got me out of Unreal tournament and back into unreal single player.

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Post Posted: 05 Aug 2008, 14:58

kea wrote:Don't understand how people can say it's build is lame.


Not its overall build. It's the lighting and texturing that need serious work, the architecture is fine as it is. DavidM was probably drunk while he was trying of improving the map.
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Post Posted: 05 Aug 2008, 15:49

The Skaarj randomly dropping on the elevator turned out to be a pretty cool inadvertent ambush :P .

I don't get how this only got a two in the critique (making it one of the few I competely disagreed with), when the only real complaint seemed to be "dodgy lighting at the top". This is one of my favorite maps in ONP, and I recall first playing it being one of ONP's biggest "WOW" moments for me, the canyon is extremely conceptually grand, although like others have said here it suffers a little from ONP's general linearity. Making a secret based around an invisible ledge also seemed a bit dumb in the context (and the second secret also throws in a random immersion breaking message). There are some dodgy black spots in the lighting, but I don't find them particularily numerous.

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Post Posted: 05 Aug 2008, 19:32

The low score in the critique relates primarily to the ugly lighting (not just at the top) and general glitchiness of the map (flickering polygons and collision errors etc). Also relative to some of the surrounding maps this one does appear dated. The critique wasn't really intended to consist of finely balanced schema scores; it was more instinctive than that.
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