NaliCity
HomeMapsServersForumsMy NaliSubmitChatLinks
Thu, May 9, 2024
Latest Additions
Latest Reviews
Latest Comments
UT Color UT UT2k3 color UT2k3
U2 UT2k4

NaliCity Mothership
65.39.251.19:7777

Search

-Game-

-Map-



Advanced Search

Menu



more...
more...
more...

Welcome to Nali City
Register | Login


AS-Riverbed 
Map Info


 
File Nameas-riverbed.zip
AuthorGrzegorz Kubicki
GametypeUT Assault
Date Added05-28-2000
File Version1.00
File Size2.67 mb
Player Count14-16
Map DescriptionNone
Review Rating4.5
User Rating7
Overall Rating5.5

 
Review


ReviewerTwrecksAwe Score: 1.0/3
Date12-06-2004Build Score: 2.0/3
Review SchemaCast Score: 1.5/3
User Point: +1
Overall Score: 5.5/10

Riverbed... more like a Hotbed.

Assault is a dificult game to play, and the most difficult of UT99 gametypes tp map for. AS0Riverbed suceeds where many have failed, and well, fails at what it could have achieved.

To start the game, Red spawns outdoors near a large gate they must open by minigum dueling their way up some ramped corridors and destroying a control panel. Blue spawns a few players near the control panel t counter but as they respawn elsewher are soon over-powered. A long tunnel connects the the deadly cave passage, but it is of little use to either side.

Once inside the main gate, Red gains a second spawn point to make their rush through the motar shelled and sentry gun defended cave passage. This is a great place for Blue to put up the defensive, as Red clears the sentry gun and down on health BLAST EM! Blue has some respawning thigh pads and health packs to hold onto the the place Red will launch their final drive to the final objective.

Thing is, Red still has it rough, troops must be replentished from the Main Gate and through the relentless sentry gun and mortars, seriously hampering their advance. If Red can gather enough muster, they can rush the fortress where all Blue and a devistating tank belches destruction.

Only once did I make it accross the tank defended couryard , up the Blue infested ramps to the computer. Never did I see bots accomplish this heroic deed. The map is heavily in favor of the defensive team. I racked up some high kill counts playing the defenders, my tank wasting more of my team mates rushing to aid my stand at the cave passage than it ever touched in attackers.

If you do succed in gaining the defender's computer, their base is deemed useless and a couple choppers descend to complete the ending sequence.

One thing I appreciated was the very simple low-poly build and good zoning to optimize the map for higher player loads. There were some clipping problems with some decos in the ramping corridors, otherwise it was technically alright. Just enough detail to justify the various structures, but no excess trim or brush work to embelish the level. Bland, yet functional.

I would have liked a way to permently silence the mortars and sentry gun, alas that would have required some extra scripting even though off-setting the defenders prime advantage perhaps creating an intermediate objective worth defending.

On the whole, I'm going to recommend this map to those that still play this game & gametype online. While not as scenematic as AS-Bridge, or detailed as the stock boxed maps, Riverbed will give you a challenge that can be overcome with enough gibs to make it all worth while.






 
Map Comments


Slim
11-11-2003 02:24 PM MST
Rating: 6 
Decent AS map. Sort of hard to complete with Godlike bots, in fact, I don't think I've ever managed to complete it using Godlike bots. Come to think of it, I've completely forgotten what the last objective was because I never managed to get to it.

I think, for this reason I didn't hang onto this one. The mines were a nice addition though. Incidentally, the spawn point in the fox hole thingy (where the Autogun is), is completely cut off. Any defender tha spawns their faces certain death unless they time it correctly and hop out at the top when no atackers are around. That tunnel should of been connected to the main base if you ask me.

Kirgon A.K.A Supa_Sniper_Master
03-04-2004 12:43 PM MST
Rating: 10 
very good.good work dude

SFM
07-13-2004 09:57 AM MDT
Rating: 5 
Yeah, the defense spawnpoints are screwed. Most of the time you spawn at the last objective with no way to defend the first. This makes it so there's essentially only one objective, which is pretty much a matter of luck for the attackers to take. At least there's a pretty cool endscene. Grz got it going with the other riverbeds though.

Aggressor
12-07-2004 08:24 AM MST
 
Rating a classic so old is a complete and utter nonsense.

ZSniper
03-13-2005 02:06 PM MST
Rating: 7.5 
This one even better than Riverbed ][
There shuold be a Riverbed 4 and I]I[I (5)



About Nali City | Staff | Contact Us | Report an Error | Privacy Policy
Become a Reviewer | Review Schema | Stats

Copyright © 1998-2024 BeyondUnreal, Inc.


PHP/Coding by MassChAoS, Iridium, Varpu, and Yoda.

Website design by Olento. Modified by MassChAoS.

NC3 concepts and ideas by the NC3 community,
MassChAoS, Varpu, Yoda, Bangout, and Luquado.

NaliCity founded by QAPete.