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CTF-Cargoprocessing | | Map Info |
| | File Name | ctf-cargoprocessing.zip | Author | EpsCylonB | Gametype | UT Capture the Flag | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 859 kb | Player Count | 6-6 | Map Description | None | Review Rating | 7 | User Rating | 6 | Overall Rating | 7 |
| NC2 map imported without screenshot. | | | Review |
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This map is set in a cargo depot, and medium sized.
This is an asymmetric CTF level. The two flag rooms are at either end of the depot, and are joined together by a selection of corridors and cargo bays. Having said that, this level doesn't take after the corridor-room-corridor trend like a lot of other maps do. Architecturally, this map isn't bad, but could have been improved. The main chamber (left screenshot) and the red flag room (right screenshot) have been well made in this category, but it's a shame that the rest of the level, doesn't follow suit. A lot of the corridors are too plain, and have no architectural features whatsoever. The lighting has been well done, but a lot of the level shares the same light brightness level. A lot of fog has been used in this level. Although it may look nice, it seriously slows the gameplay. Especially the fog areas in the main chamber as these are visible from many places on the level. Another thing about the fog, is that it disappears when you walk away from it down specific corridors. Texturing isn't bad, but the Coret textures seem too repetitive. No work at all has been put into sound. There are no ambient sounds, as well as no music. This is a real shame as ambient sounds can add a lot more depth to a level. Here for instance, this level would have benefited from mechanical sounds, sounds of cargo bays depressurising, etc.
The AI is near perfect on this level. The bots make full use of all weapons and powerups. They also use all routes between bases, and show good understanding of the level layout. The only problem with the AI is that the bots don't use a specially made rocket launcher nest in the blue base. It doesn't really affect the gameplay much anyway. Item placement is good, but a lot of the weaponry is clumped together. I respect the author's decision not to include the redeemer, as there's not enough room to use it properly. Overall, gameplay is very good, in spite of a couple of environmental problems. The main problem with the gameplay is that the fog on the level can drastically slow it down. If you've got a good PC, you may not even notice it. I found the level to be well balanced, despite it's asymmetric nature. The bases are pretty easy to attack as they have 4 entrances. Escaping is the hard part because a lot of the corridors between the bases are open, and not tight.
In conclusion, this is a good level. It maintains the same theme throughout, whilst consistently delivering a good game. Try four to six players per team. I'd only recommend this level for users with fast PCs because of the amount of fog that has been used.
CTF Cargo Processing is;
Medium sized
A good level
Well themed
CTF Cargo Processing isn't;
For players who hate the Coret textures
A closed in, tight level
The fastest of levels
Teaching points for author:
Don't use as much fog. Although it looks nice, it seriously takes it's toll on the game speed. You may have a super-fast, shiny new PC, but most UT players don't. A little bit of fog is ok, but don't go over the top with it. Also, remember that fog disappears when you cross between zones.
Go for a more lavish texturing scheme.
Try to include multi-level areas. Most of the rooms in this map only have one level. Look at DM-Morpheus for instance. Not only do you have to keep checking left and right for other players, you also have to watch above and below. Although you may not think it, this can dramatically enhance gameplay.
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| | Map Comments |
| Jez 12-27-2005 06:02 PM MST | Rating: 6 | | Looking old now. Flow is ok but could be improved. Quite bland, not much eye candy.
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