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CTF-Sublevel17 
Map Info


 
File Namectf-sublevel17.zip
AuthorfKd
GametypeUT Capture the Flag
Date Added02-25-2001
File Version1.00
File Size1.21 mb
Player CountUnknown
Map DescriptionNone
Review Rating6.5
User Rating8
Overall Rating7.5
NC2 map imported without screenshot.
 
Review


ReviewerNahandAwe Score: 2.5/3
Date11-21-2003Build Score: 2.0/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 7.5/10

A toplevel sublevel17.


AWE: 2.5
This uses mostly the famed SGTech1 texture pack to bring to existence
some kind of techno/industrial facility. Said textures are used in a
convincing way, not getting too repetitive (some are "streched", though).
Some nifty eye-candy can be seen throughout the whole map, with the
decorative architecture right in place in all routes. There are trimmed
edges, green liquid conducting places, some vertical shapes getting out
of the walls and a lot more!

Lighting is good too, but i find some light effetcs to be exagerated,
like in the windy corridor leading to the flag area of each base.
This does not affect the overall lighting work, witch is on par
with some other great maps, but wouldn't hurt if it were
corrected at the time (IMHO).

BUILD: 2
Brushwork is good. After carefull examination, it feels a bit bland in
some places, like some side corridors and certain walls of side rooms.
Some rooms can't "desguise" their cubic-ness, but you can't really say
they look too basic either.

Add to that a custom soundtrack - StarDust, included - that
the author notes in the README to be from an AMIGA game of
the same name. Funky!

CAST: 2
Since it has curved (ish ;) surfaces, like corridor ceilings, or some
detail here and there, the FPS can get a bit jumpy, but NEVER hurting flow
or gameplay.

The BOTs get the job done. They use all routes, but tend to overlook the side
paths when getting in the enemy base. They use them, but not as much as it
would be supposed to.

Frequently (well, more or less ;) we get flag
GRABS, but escaping with it is other story. The combat for the flag escort
can be difficult, but engaging at the same time :).

The items are varied and in good place, making you run for your gun and not
unbalancing the attackers/defenders chance. They come usually with 2 ammo
packs near. They are just in the right number too! Less weapons would feel
a bit scarce. More would problably just not fit.



All in all, a good CTF map.



 
Map Comments


XepptizZ
11-21-2003 04:25 PM MST
Rating: 9 
A genius level...
Truely worth a download. Just one biggy...
I positifly, absolutly HATE the music.
It's odd, anoying and does not fit the level.

Who ever downloaded [CTF]-scimitar knows what I mean.
TXTuring, Archi and lightning is all good.

Architech may not be optimal for gameplay due to the rounded shapes and detail.

Lay out isn't very linear like Face. Some great combat areas. Played it with 15 bots.

[To be honest I hate indusrials, but this one I'll keep]

buju_pers0nified
11-28-2003 10:45 PM MST
Rating: 8 
Great map. LOVE the music. Only thing I hate that when you fall into the green water, you can't get out. (I had a sheild belt with the enemy flag when I I got shot into the pool. :()

darkjaxx
11-30-2003 04:55 AM MST
Rating: 7 
The textures are on some places a kind of weird, but there are good placed. Architectural Sublevel 17 have not revolutions things what changes the ideas of ut.
But gameplay has this map some good points

- the lifts at same site(blue and red) are great cuz when you will take the flag, all bots will jump down too smack you down(good detail: the box, where you can hide you)

-Many paths has a good large for battles with the bots. It is almost a battle of life and death.

-When bots got youre flag you can easy to defend it, you jump imediately after him and drop him down and bring the flag back.

More I Haven't to say
Not the most revolutionair map, but one what conservs to keep.



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