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CTF-Oversludge 
Map Info


 
File Namectf-oversludge.zip
AuthorEpsCylonB
GametypeUT Capture the Flag
Date Added05-28-2000
File Version1.00
File Size956 kb
Player Count8-8
Map DescriptionNone
Review Rating8
User Rating6
Overall Rating8
NC2 map imported without screenshot.
 
Review


ReviewerTHE ]V[ATTerminatorOverall Score: 8/10
DateNC2 06-30-2000

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.



  •  
    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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