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CTF-Acidpipe | | Map Info |
| | File Name | ctf-acidpipe.zip | Author | Boris Niclas | Gametype | UT Capture the Flag | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 351 kb | Player Count | 6-10 | Map Description | None | Review Rating | 2.5 | User Rating | 6.5 | Overall Rating | 2.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | QAPete | Overall Score: | 2.5/10 | Date | NC2 05-27-2000 |
CTF-Acidpipe makes a number of mistakes, all contributing to its low score here. First of all, it's big. Too big, and has no variety or complexity to properly deal with it's bigness. What you have here is a symmetrical map, two bases that are separated by dull corridor travel time and a large acid pit (or pipe, as the author would have it). There are two sniping areas which are not very well protected (which is good) and which overlook the catwalk area you see in the screenshot. The author has chosen to simply carve out rectangular, bland corridors leading to and from each base. No imagination here, just blah rectangular corridors. There are also catwalks over acid rivers, but again, there's nothing to write home about here. Oh, there's an invisibility that's way out of place in one of those corridors. Whoopee.
The author has also made it so that the floor of the flag level is just a little too high for the jump boots to be effective from the basement level. Poor job there, IMHO. The Redeemer is placed right at the base, showing me again that the singular lack of imagination in this map is no mistake - it's by design. On a positive note, the map plays relatively fast, with low poly counts and no slowdown areas. There's an overall slowing effect due to the endless, mindless halls and walkways you have to traverse, though. I'd go into bot play here, but the map simply isn't worth the AI Epic put into the game. If you choose to play CTF-Acidpipe, get as many players as you can in there. 16 comes to mind.
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| | Map Comments |
| Toonces | Rating: 9.5 | | Your review of Acid Pipe is a perfect example of how inaccurate reviews can be and makes the case for why players should try maps for themselves. CTF-AcidPipe has become the standard for our server and is likely the most popular map we've ever run. In fairness to you, I must admit that we have slightly modified the original in a few minor areas: 1.) the Redeemers only spawn every 5 minutes vs. every minute 2.) the spawn points have been moved out of the line of fire of the sniper nests and the crossing bridge 3.) Rippers have been added at the blade pick ups just off the flag rooms 4.) both weapon Pick ups at the ends of the cross bridges are Shock Rifles, and 5.) a small recovery platform has been added just above the acid...you can save yourself, but not the flag. -Toonces
| Altimartin | Rating: 5 | | worth higher than 2.5
| C-Bass 02-28-2003 07:35 PM MST | Rating: 5 | | Definatly not the best level I have played. It is a tad big and has some long corridors that all you do is xloc down them forever. It plays ok and I don't mind the theme. Just a little to big for my tastes. Average in most aspects.
| Jez 01-03-2004 01:30 PM MST | Rating: 4 | | Its big, its old, and it shows.
| Raulo 01-03-2004 10:56 PM MST | Rating: 9 | | I like this map. Doesnt have details, but its fun play it with full bots. Good work!
EDIT: Dont care about the low rates, they rate it low maybe because they didnt have fun with the map. I do, so I rate it 9.
| Reciprocity 01-03-2004 09:54 PM MST | Rating: 3 | | This is it boys...the cream of the crap.
| bb-bt 09-28-2005 09:17 PM MDT | Rating: 10 | | This map is awsome, the person who reviewed it is just ignorant. If he had played this on the right server running the right mods, he'd certainly have giving a few gameplay points back.
btw, with strange love running, you can play a good game with 2v2
ps-sorry to people who read my comments and are thinking i'm mentioning strangelove too much, but i play most maps with that mod running.
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