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CTF-Snipencows | | Map Info |
| | File Name | ctf-snipencows.zip | Author | LL [Laliator] | Gametype | UT Capture the Flag | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 851 kb | Player Count | Unknown | Map Description | None | Review Rating | 5.3 | User Rating | 6 | Overall Rating | 5.3 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Luquado | Overall Score: | 5.3/10 | Date | NC2 05-27-2000 |
A good idea that pushed 300 polys outside.
Good mappers know the suggestions for large, open areas: Make sure they're not populated with high-poly objects or block off parts appropriately with framing. Unfortunately, Laliator didn't take this into account when designing this rather interesting map and lower-end computers take a performance hit. Even a 500-MHz machine slowed down during intense firefights in this open area. Let's see how this map stacked up.
This is your basic 2forts style of map. In the middle of the space between the maps and off to the side, you have a few farm structures and a holding pen for Nali cows (pictured). You also have the very-mortal bunny from the beginning of Unreal hopping around in here (who didn't love blasting the bugger-love out of that little thing, anyway?) While these "aminals" are cute and fun to have in the level, CTF-SnipeNCows didn't need anything else to help slow it down outside. The bases are interesting; one is a castle all the way (also pictured) and the other one is more of a fort, with the flag set inside a cavern with two entrances. The author intended balance but I think it's much more difficult to cap the flag from the castle than it is in the fort's cavern. This, coupled with the performance hit outside, makes this level an exercise in frustration and 8 fps at times on one of my testbed machines. D'oh!
The bots perform as well as they can in this rather repetitive texturing. I was often left to return our flag all by my lonesome. Lighting and sound are average; the "aminals" make some noises (unless that was my roommate screaming at his screen when he viewed the outside in such a way to push 300+ polys.) The architecture is decently done, as the castle looks like a stylized little castle and the cavern looks like a cavern. I liked the placement of an extra enforcer by the flag in the cavern for the defenders, however, as double enforcers is an excellent weapon to chase the potential flag-cappers through the caverns with. :-)
I dunno. I was turned off by it. Download this map to try it out, just make sure you have at least a decent setup for UT, a computer that can handle the polys. |
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| | Map Comments |
| XsAkira | Rating: 8 | | The thing I find most unappealing about reviews is when a reviewer severly downgrades a map based upon poly count. This map may chug on your 500Mhz but it doesn't on my 700. While you should notify the readers of poor performance you shouldn't downgrade it unless it is like Dm-Falkenstein's horrendous 30,000+. It must be annoying for a mapper to have to constrict their vision to under 300 polys... Just my two cents
| AMmayhem 05-20-2003 05:27 PM MDT | Rating: 6 | | Way too wide open outside. Red base is lame, blue base has some good cave work though.
| Bot40 05-21-2003 06:21 AM MDT | Rating: 5 | | "This map may chug on your 500Mhz but it doesn't on my 700."
ffs, if you have a decent rig, and the main bad point about the map is how slow it runs then just ignore that part of the review. People with medium spec rigs have a right to know if a map has poor performance. The map SHOULD be rated lower because it's still a flaw in the map. If a map can't be played because the author wasted too many polys, then of course you can't give it the same rating as if it ran at a smooth 50+ fps O_o
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