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AS-Throne | | Map Info |
| | File Name | as-throne.zip | Author | SteelHORN | Gametype | UT Assault | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 1.79 mb | Player Count | 6-12 | Map Description | None | Review Rating | 8.5 | User Rating | 4.5 | Overall Rating | 8.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Unknown | Overall Score: | 8.5/10 | Date | NC2 05-27-2000 |
Player load: 6-12
Ah! I had to play this one a number of times just to reassure myself that AS-Throne belongs in my personal map circulation! Let us get down to the details!
AS-Throne takes place in and around the Liandri building. The attackers begin outside, of course, while the defenders try to keep them there. The objectives are as follows:
1) Enter the Liandri building and activate a teleporter outside.
While this isn't necessary, if you don't do it, your chances of success are very slim. This will provide a shortcut into the lower floor of the building for when you are fragged.
2) Take the lift to the upperfloor, flip the switch to open the arena and also activate the other teleporter.
This is probably the most difficult of the objectives as the two elevators to the upper floor are usually openned up to give you a nice view of a rocket to the forehead. The secret here is to do a momentum leap through the openning of the elevator and collect the health vials.
3) The final objective, work your way to the Liandri throne and claim it as your own! You are given seven minutes to either carry out these objectives, or fail them miserably. The bots are lethal and will swiftly make doggie chow out of you! I played this with adept bots and five on each team. This was plenty enough of a challenge, however, if playing three on a team, I would go with higher skill settings. Try six on six if you have a beefy machine and have no regard for your own life.;) It borderlines crowded with that many, but is still feasible.
Defending isn't too tough after I realized that the proper technique is to scope out the flak cannon and camp in front of the elevator on the right-hand side. The bots tend to use this one four out of five times, so it still pays to keep an eye out on the other one next to it. If you screw up and get fragged here, your defending bot-buddies will chase the elusive attacker down and make prompt gibs of him/her...usually. If not, then things suddenly become challenging again!
As for frame rates, they are really quite good in almost all areas. Right outside the building provides some lowered fps, especially when toting a shoot-out, but on my PII and V3, it only lagged up a little. The architecture is pleasing, but not overly fancy, except the Liandri building you see in the picture that SteelHORN admittingly chopped out of the intro map. A subtle fog effect is used at one of the attacker's starting points which gives it the effect of dampness. One of the textures in the pack includes a scripted texture of a neon sign that you will no doubt see when stockng up for the raid. The inside of the building is accessible through sliding glass doors that you will get caught on while they're openning if you don't approach them dead-on, or if too many players try to enter simultaneously, but at least they are set to "trigger open timed". The complimentary lighting, which is not overdone, really makes the interior of building feel complete while maintaining fairly high frame rates.
You are presented with the minigun, razorjack, plasma gun, and the sniper riffle at the start of the attack, though more ammo placed around the area would have been nice, as an individual can swipe it all up before you and leave you hanging. I just stuck with the razorjack and aimed for the heads when the big brawl outside breask out. On the defending side, You have all of these plus a rocket launcher and a flak cannon, which is the weapon I prefer to find when on the offensive and defensive while inside the building. No barfrifle or redeemer that I found.
There is an ending sequence, but all it involes is a screenshot of the Liandri building. Something like a scripted "tarp" texture being draped over the huge Liandri sign saying "so and so" (whomever has the most points in the end) that depicts ownership being forcefully transferred would be cool. In any event, it seems that this isn't a meal for my recycling bin. Scroll back up and download it!
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| | Map Comments |
| Deathwing | Rating: 5 | | Not too good....
| f0gax | Rating: 3 | | Looks Good. Played it twice. First time, locked up after 10 seconds. Had to use task manager to end UT. Then played again. Got really choppy, then had a few transient lockups. Then after about 2 total minutes of gameplay it locked again. First time was when getting an item on way to objective. Second was when waiting for an elevator.
| TyFyghter 02-11-2003 08:24 AM MST | Rating: 10 | | I agree with the reviewer, BRILLIANCE! This map is going on my server. Who cares if its hard on your computer! I play it 8 on 8 with godlike bots fine.
| Czm21x 02-21-2003 05:24 AM MST | Rating: 3 | | I've been playing UT since it first came out, so I decide to try this map. This map froze a few times. First UT map that I have played, which has froze up so many times. There must some bug in this map since my computer and 3d card are very fast.
| Pribina 03-04-2003 05:08 AM MST | Rating: 3 | | Looks nice but freezes many times. And I don't think it's my computer fault.
| gnostic 03-08-2003 01:02 PM MST | Rating: 0 | | I think the reason for the crashing might be that there's a texture file called citytex.utx.
I have another map that uses the same texture. I think it's DM-DukeNukem.
Since I love that map, I didn't allow AS-Throne to overwrite my existing copy of citytex.utx.
Strong Suggestion to mapmakers: name your dependent files after your map name. Please!!
I run 4 servers and it's a royal pain in the ass to remember which texture, system, and music files all have to go on the server with the map files.
| Morpheus 666 05-13-2003 01:10 PM MDT | Rating: 3 | | Hmmm. It causes system crashes, the layout is crap, textures are bad close-up and the objective is too hard to achieve. So why does the guy above give it a 10? One of life's great mysteries...
| The_Real_Meneer_Aard 05-23-2003 11:51 AM MDT | Rating: 0 | | it crashed my computer, blasted the power feed and made my pc need a $300 reparation. i expect the cash tomorrow on my desk.
(Below), well in that case it was a strange coincidence (?). but it still happened at this map (!)
| SirTahngarth 05-14-2003 09:15 PM MDT | Rating: 5 | | No map and nothing UT could do would do that to your box. It is ridiculous to blame the author of a map for your computer faliure. probably your problem was caused by massive overlcocking without enough cooling or something was about to fail anyway. your comp died, thats your problem, not anyone else's.
| strangename 06-11-2003 03:45 AM MDT | Rating: 9 | | This is an excellent map! The only problem is the story line. I mean, activate teleporters and claim Liandri throne? This is an excellent map, with lots of potential, but it really does need something extra.
| Toothpick 09-07-2003 08:05 AM MDT | Rating: 7 | | That damn map crashes after a few minutes.. But, it lookes like a good map to me.
| haadstall 04-28-2005 01:15 AM MDT | Rating: 8 | | This is an amazing map, but: It works only under my UT400, not UT436. When I try to launch it under UT436 the game suddenly crashes before the level is completely loaded. So what I did? First of all, I opened this map in UnrealED1.0 (installed on UT400), then exported the level into *.t3d-file. Simply loaded necessary packages (textures, sounds, etc.) in UnrealED2.0 (installed on UT436) and imported my new *.t3d, then built. So it became possible to play The Map under UT436. But when I opened the Log window (for testings and researches I usually play in windowed mode ;) - Aaw... "1000 navigation points search for path from PathNode87" "1000 navigation points search for path from PathNode21" "1000 navigation points search for path from PathNode109" ... That caused the picture to freeze for some time, again and again, until the game completely stopped to react with anything else... I suggested that possible problem is that the map was built using 405-Engine. Even manual editing the *.t3d-file and huge amount of attemptions to create "New Path Network" - all had the same result...
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