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CTF-Nightfall | | Map Info |
| | File Name | ctf-nightfall.zip | Author | Squacky | Gametype | UT Capture the Flag | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 1.08 mb | Player Count | 8-12 | Map Description | None | Review Rating | 7 | User Rating | -- | Overall Rating | 7 |
| NC2 map imported without screenshot. | | | Review |
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This level would have been one of the best CTF levels that I've ever reviewed, if it hadn't been spoiled by terrible AI.
This is an asymmetrical CTF level, but not built around the "two-forts" genre. Both bases are outdoors, in separate areas, each surrounded by cliffs. The only way to move between them is to use an underground route. This route features a central chamber, which is basically a multi-level arena. This chamber is in turn joined to each base. Architecturally, this map is excellent - especially in the central chamber (left screenshot). The architecture somewhat resembles DM-Phobos in some areas. Every area of the map has been excellently crafted into a work of art. There are no plain rectangular corridors, but instead winding corridors that feature a variety of architectural content. The outdoor areas are great in this category, with the exception of the cliffs (right screenshot). They look too cylindrical, which is a shame as this level is excellent. Lighting is superb, and plays an important part in giving depth to this level. A massive variety of dark and light areas maintain a dynamic element, resident throughout the level. Each area has a different brightness, suitable for it's setting. The outdoor areas are dark (as per the level's name), the indoor areas are a bit brighter, and the central chamber and the adjacent corridors are the most brightly lit. The lighting helps to make each texture seem much more different from the last, giving the level an extra sense of realism. Ambient sounds have been masterfully incorporated into this level, as well as a fitting music track.
Now, here's what spoils an otherwise excellent level. The AI is terrible. Sure, they use all routes, and yes, they do grab the flag, but they have a very hard time getting back with it. Instead of running for the exit like a headless chicken, they stay around to collect every powerup that they want. Also, the defencepoints in the red base are facing the wrong way. This means that when the bots are told to defend, they find a defencepoint, and turn their back to incoming attackers. There are some really good uses the AI in there though. The camping spots for example. The bots don't go for a lot of the items too. There's a shield belt and rocket launcher in each base, up in the cliffs that the bots can't reach. Item placement is pretty good. As the bases are almost symmetrical, they contain the same selection of weaponry. The central chamber contains the damage amplifier and redeemer. Although the level is maybe too closed-in for the redeemer to be used properly, it's an excellent means of covering your escape with the flag. In spite of all that I've said, gameplay is still fairly good. The last game I played on this level had a ten-minute time limit. I played with eight players (7 were bots), and I only managed 2 captures. And this was only on Adept, when usually I play on Inhuman!! This sort of CTF level depends on good teamwork; lone-ranger missions are near impossible. To make things harder, most of the playerstarts are in a room through which you have to pass to escape. This room has a couple of good weapons in too, to make things worse.
In conclusion, this is an excellent level, providing you definitely aren't going to depend on bots to fill out the teams. This is the perfect level to be played on a small LAN. Teams of four are suitable for this level. Anymore, and you'll make escaping a real challenge. Well, near impossible actually. Apart from the poor AI, this is one of the best CTF levels that I've ever reviewed. And I do mean that. It's just a shame that it had to be spoiled. I definitely want the author to consider making a ][ version, with the AI corrected.
CTF Nightfall is;
One of the best CTF levels I've ever reviewed; providing you aren't going to use the bots
Brilliant for small LAN games
Most definitely worthy of a ][ version
CTF Nightfall isn't;
Very good, in terms of AI
For players who like a challenge
For players who hate spawn-killers
Teaching points for author:
Work on the AI. When testing a level, play a pure bot game, with no player intervention. Set the camera to follow around any bot, and see how they perform. This is the easiest way of picking out AI errors.
Try to be more adventurous with the overall layout of the level.
Experiment with creating more natural looking cliffs. Take a look at the cliffs in CTF-LavaGiant. They're not the most complexly detailed of cliffs, but they look realistic and effective.
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| | Map Comments |
| Nytehawk 05-20-2005 07:16 PM MDT | | Just happened to pluck this out of my map list to play today...
I loaded the level, had a quick look around, noticed a huge bracket in the middle of nowhere, which seems to have been left over after an 'intersect', then decided not to play... ;)
Maybe I'll remove it and try again. :D
I will not comment as I have yet to play the map, I just had to share the amusing comment. ;)
| Nahand 05-21-2005 03:28 PM MDT | | ... map that could have standed as above average (slightly), but the pointed "mistakes" at the review, as well as the floating piece up high deemds it unpolished (rushed?)...
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