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CTF-Oversludge | | Map Info |
| | File Name | ctf-oversludge.zip | Author | EpsCylonB | Gametype | UT Capture the Flag | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 956 kb | Player Count | 8-8 | Map Description | None | Review Rating | 8 | User Rating | 6 | Overall Rating | 8 |
| NC2 map imported without screenshot. | | | Review |
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Level Size: Medium
Recommended Player Load: 5-6 per team
This is a multi-level symmetrical CTF level. Although it doesn't take place around the two-forts stereotype, it provides an overall very good game.
The level consists of the two flag rooms, overlooking a central sludge chamber (left screenshot). There are many paths between them, offering various degrees of safety and directness. Some routes take you straight to the opposing base, whilst others take a detour through other sections of this level. Architecturally, this level is wonderful. Every corner, archway, walkway and corridor has been turned into something really eye-catching. The architectural theme is reminiscent of that in DM-Tempest. The texturing is too. The same brown/beige texturing scheme has been used. Although looking slightly dull, it suites the level fantastically well. No work whatsoever has been put into the audio aspect of this level. No music track has been used, nor has any effort been put into the inclusion of ambient sounds. The lighting is nothing short of brilliant. A lot of varied brightness levels have been used to good effect. Although some areas could have done with being brighter, the lighting really does look good. Coupled with good sound work, this would have made the atmosphere really something, but it didn't.
The AI on this level has been very well done. The bots can play as well as any human opposition. They even take a shortcut across the central sludge chamber. They also collect and use all of the powerups in the level, bar the invisibility and damage amplifier in the central sludge chamber. The AI classes are in there, but they just aren't used. Item placement is excellent. Items are well distributed throughout the level, and provide a further strategic element. The absence of any protected sniping areas mean that snipers are going to have a hard time setting up a good sniper perch, unless you use the rocket launcher nest. Gameplay is very good on this level. The huge variety of entrances (6) mean that teams are forced to play mainly offensively, although the two small corridors leading provide a bottleneck to make defending a lot easier. I think the level would have benefited from having fewer entrances, but still, this doesn't detract from the quality of gameplay on this level one little bit.
In conclusion, this is an excellent level. It takes place in the same sort of environment of as DM-Tempest. Whilst appearing slightly dull at first, a few games should really make the level really shine through, as a result of its outstanding gameplay. Given the level's size, this level is more suited for large botmatches or net play. Try five to six players per team.
CTF Oversludge is;
A very good level - definitely worthy of a download.
Going to appear big at first, but not after you get accustomed to the layout.
Going to be an excellent level to be played online.
CTF Oversludge isn't;
Perfect
A level that makes defending easy
For snipers
Teaching points for author:
Try to keep the same theme throughout the level. The central chamber is great, but I think the toxic sludge theme should have been more resident in other areas.
Defending is made much much harder with more base entrances. Whilst you've "got away" with it here, as there are the two small corridors to the flag, try to keep it in mind for your next level.
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| | Map Comments |
| Piz Doff | Rating: 0 | | i don't like sludge, i always fall in...... :)
| DiFool 05-11-2003 10:50 AM MDT | Rating: 10 | | Of all the maps I have downloaded lately, this one best fits my play style: cozy enough for some serious action yet spacious enough for manuevering, and managed to fulfill my wish of multiple flag room entrances (4 "legal" ones plus 2 if you use the TL) from all directions (which oddly enough the reviewer took points off for-different strokes I guess-me I like lots of caps).
All the paths are pretty much of the same length for a change-you can use either of the 2 middle paths over the slime, but this makes you a big fat target for snipers from the bases (tho you can shoot back of course). The side paths (including the back entrance which uses a cleverly disguised see-thru teleporter) are probably your best bets here.
The only things I can take points off for are: the flag room elevator-both I and the bots get stuck on it occasionally-it has one of those "invisible walls." The author also seemed to stick all defense nodes in the flag alcove (which makes the defenders vulnerable to several things, such as Shock Combos from the bridge). There are a _few_ rough edges-such as limited health packs in the flag rooms.
I'll give this a "10" because of the bogus 0 rating- it is actually an "8.5" as far as I'm concerned. Will see a LOT of play in the future.
| Jez 01-03-2004 01:21 PM MST | Rating: 9 | | My style of map too. Brilliant :D
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