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CTF-Avalon | | Map Info |
| | File Name | ctf-avalon.zip | Author | Wiz | Gametype | UT Capture the Flag | Date Added | 07-12-2000 | File Version | 1.00 | File Size | 1.93 mb | Player Count | 6-10 | Map Description | None | Review Rating | 5 | User Rating | 7.8 | Overall Rating | 5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Luquado | Overall Score: | 5/10 | Date | NC2 07-21-2000 |
Inspired by the valley of the Pendragon, Arthur, CTF-Avalon shows a good mapmaking thought process in action. However, knowing what adds to a great map and making a great map are two totally separate beasts. Let's see how this map stacks up.
You have an L shaped valley, with the blue flag on top of a volcano and the red flag within a small castle. You can also take an underwater passage to a large cave to get to each base. You spawn inside of a cave, and confusion sets in until you walk toward the weapons, and the wall crumbles to let you out.
The L shape is a common sense stroke of brilliance, as it limits the amount of meshes you have in view at any given moment. Wiz chose to place a forest in the corner of the L, which surprisingly only reached 150 polys in view at any moment. In fact, the only major slowdown I had on a lowly PII266 was from the sniper's nest; when looking at the red base you clear 200 polys in view, even at a partial zoom. While I'm on the sniper nest, the transporter to it is hidden behind a false wall. The reward for finding this transporter is a keg o' health in the sniper's nest. This can easily give a good sniper too much of an advantage, however, as he can hide out in the corner of the nest and pick people off as they transport up looking for him.
The texturing is one of the worst parts of this map, especially within the caves. They range from being abnormally stretched out to misaligned, and repetitive. The waterfall by the blue base is nice, but most of the water surface animations don't fit the construction. Also, you pick up just about all of the weapons as you walk toward that crumbling wall in your spawn room, each loaded with about 6 rounds. There's quite a bit of ammo in abundance outdoors, however, but don't look for any weapons to pick up, as they're sparse.
Wiz tried admirably to balance the two assymetrical bases, but I feel blue has a distinct disadvantage; he hoped that the openness of the blue base would make it hard for a red attack, but the tightness of the red base - and the goo gun ammo above the main entrance - makes it easy for red to defend their flag. Get a gooper/sniper up there and they'll take apart any foolish mortals who dare running through the forest to capture the flag. Bots do all right on higher skill settings, but they generally follow only one path. I never saw a bot take the alternate routes to the flags.
All in all, a level that shows some thematic promise and good performance ideas at work from a *relatively* new mapper. It's a step in the right direction, Wiz. |
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| | Map Comments |
| Wiz | | common user feed back :p. 5.5 suits the map
| xan001 | Rating: 10 | | If I only had a bottle of squeeze cheeze, then I would walk proudly!
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