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CTF-Vship | | Map Info |
| | File Name | ctf-vship.zip | Author | Vegetus | Gametype | UT Capture the Flag | Date Added | 11-17-2000 | File Version | 1.00 | File Size | 199 kb | Player Count | 8-12 | Map Description | None | Review Rating | 3.5 | User Rating | 5 | Overall Rating | 4.5 |
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| | | Review |
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CTF-VShip (UT)
Paging Dr. Nali, paging Dr. Nali. Dr. Nali we have a severe case of first-map-itis in the review room. Paging Dr. Nali. Please report to the review room
AWE: 1.0
The textures here are a mish-mash of industrial/space themed textures applied without much design consideration. Each room/area has a different set of textures chosen for it with some seemingly chosen fairly well and others not. Add in a fair number of misalignments on the more complicated geometry and the textures really just fail to please in general. One must also consider the complete lack of trims - well, I guess we don’t have to consider them because they’re not there. The texture choices overall are not so much the problem as their application. The lighting is sadly disappointing. 95% of the map contains, or does not contain, as it were, ANY light sources whatsoever. The two base areas and related corridors are lit to an ambient degree with some very dark patches in a few of the corridors. They are oversaturated in blue and red and thereby wash all color there might have been out of the textures. The center area is bathed in white light coming from a blinding unexplained light source near the ceiling. It does create some hint of shadows around the central shaft bu other than that the lighting feels, again, quite ambient. The lower areas are also bathed in white light to a degree that everything is evenly lit, although thankfully, not overbright. The remaining two portions of the level are lit similarly to the lower area – white light with no discernable variation in color or brightness. The architecture does contain a few interesting points, such as the truncated cone shapes that form the entrance to the bases and the central room. But most of the remainder of the map consists of series of rectangles. In general the map’s texturing, lighting, and architecture are all pretty equally disappointing.
BUILD: 1.5
The build has nothing extremely lacking other than creativity. The ambient sounds seem to exist in only two areas. The mover works well and has an appropriate sound tagged to it, however it’s just a floating square. Some indication of tracks or a support of some kind would have made it much more believable. The teleporter works fine but doesn’t feel like it belongs in the map. The BSP is stuck together fine and there were no HOMs that I could fine, but so much more could have been put into the build of the BSP. In general it’s functional with a hint of a more polished build. But more development needs to be done.
CAST: 1.0
The gameplay really lacks almost any semblance of interest. The flags, and the floors between them are all on the same plain with just some geometry separating a direct view between them. The corridors within the bases don’t really serve any strategic gameplay purpose and the lower area really has no need to exist. The only z-axis you’ll find is on the dark narrow ramps that lead down to the lower area that you’ll probably never use anyways. The travel to the redeemer room is entirely unnecessary and having the redeemer in the map is pretty much unnecessary as well. The flow is pretty much straight back and forth. The weapons are all placed relatively close together, with the minigun, rocketlauncher, and flak cannon all residing in the central room between the flags. The bots function just fine with the exception that they don’t go for the redeemer. Otherwise, they’ll explore the lower area and hassle you for the flag. However with the weapons placed in the center room, you’ll be hard pressed to make it through without taking a lot of damage. In general, the gameplay is quite disappointing. There’s no useful z-axis work, the bots will keep driving straight at you, and the redeemer has no place here.
Well Dr. Nali, it looks like we lost another first map release to first-map-itis. With such symptoms as no light sources, ambient oversaturated lighting, texture wonkiness, rectangular architecture, lack of flow, borked weapon placement, no z-axis, and unnecessary map areas it’s amazing the patient made it this far. The author knows how to make a map now, let’s see if next time he can input some more thought and creativity into it so that his next map doesn’t suffer the same fate as this one. Cue Dr. Nali theme music, fade to black, roll credits. |
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| | Map Comments |
| Evil Snack 02-19-2005 09:19 AM MST | | Um, reveiewer, I think he stopped making maps years ago.......
| Monday 03-02-2005 04:17 AM MST | Rating: 5 | | Simple map but bots worked well.
lighting needed lowering.Had fun
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