|
|
|
|
|
|
|
|
CTF-TempleOfMisadventure | | Map Info |
| | File Name | ctf-templeofmisadventure.zip | Author | Sinistral[Spirit] | Gametype | UT Capture the Flag | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 1.28 mb | Player Count | 6-6 | Map Description | None | Review Rating | 3.5 | User Rating | -- | Overall Rating | 3.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Nahand | Awe Score: | 0.5/3 | Date | 11-20-2003 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | | Overall Score: | 3.5/10 |
"First ctf map , not intended to be realeased, bot pathing is minimal" - Author's README Note
Although the author claims BOT pathing being minimal, fact is it is there. Sure, not without some flaws, but the map is playable.
The theme... As far i'm concerned, the Nali Temple Theme seen in Unreal is one of my very favorite themes to be found in a map. That said, this map tries to get such a theme/feeling in it, not very well done IMO. From the Ancient.UTX pack used for most of NaliTemple-likeliness, this map uses 5 or 6 textures if so. Some more for wood in elevators and water.
The author tried to make some decent architecture, but in the end, it turns to be overly simple. There are some waterzones that make entrance to some alternate routes. Add to that some simple,generic texture (including 2 custom UTX files) usage and you get a boring map, eye-candy-wise (is that a word, o_0). The FPS stays acceptable, sometimes reaching around 150 Polys on bigger areas.
Lighting adds to the visual boredom. No special effects. There are a few torches here and there, but the whole map is lit without apparent reason.
There's a few torch and water sounds. No more.
This map was definitly thought out for gameplay rather than looks. Or was it? Fact is, we get diferent paths for the flag "box", but the map has such a straight path for those flag places that using the other ways can get time consuming. This COULD be a good thing (having some alternate routes), but the flags are placed in a small, single-entrance box-room where 3 people (or BOTs) can hardly move around without getting their guns in eachothers noses. This single detail makes flag capture hard for anyone. Add to that some spawn rooms near the flag-room with 4 0r 5 weapons + ammo (witch, in this map can be WEAPON + 3 or 4 AMMO packs near it), and we get an overkill situation for any attacker.
BOTs try to do their job, but can be hard see one actually make it to the flag, let alone bring it to base. Some get to fond of the elevators, as they tend to fool around for some time.
In the end, this is a map i would not recommend for CTF players, EXCEPT maybe for those "purists" andAction-lovers. |
| |
| | Map Comments |
| No user comments for this map.
|
|
|
|
|
|
|
|
|