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CTF-ComeGetSome 
Map Info


 
File Namectf-comegetsome.zip
AuthorSkipDikman
GametypeUT Capture the Flag
Date Added08-19-2001
File Version1.00
File Size286 kb
Player CountUnknown
Map DescriptionNone
Review Rating2
User Rating4.3
Overall Rating2
NC2 map imported without screenshot.
 
Review


ReviewerVarpuOverall Score: 2/10
DateNC2 08-28-2001

Come Get Some! What are You waiting for, Christmas !


A symmetrical CTF map with very little to see and nothing to hear. Although the layout has
potential to be a good CTF map, having two separate routes with good interchangeability, the
missing visuals, missing ambient sounds, poor lighting and jerky appearence will
make it everything else but addictive.


The best part in this map is it's layout, that thing only kept me playin the first and
only round down to the end.


The polygons get very high at times topping over 300 and usually being around 150..200.
This is bad news especially because there are a LOT of dynamic lights around in the form of
TorchFlames. Having rather long radius (32) they affect almost all the large surfaces doubling
the render time. The high polygons are a result of the many stairs around. The player starts seemed
to be lowered down from their default placing but fortunately they work .... barely.


The bots are very dumb in this map. No sniping, very predictable attacking, no pathing under water,
several places that make the bots bite the hook etc... The bots didn't detect the flag untill I
guided them in the immediate vicinity of it. The map is for humans only.


The map flows well, especially the center tower is good in the flow point of view. The layout
is really promising.


The map has way too much weapons, health and ammo on it. Even with 16 players I could not run out
of ammo. Too much that stuff littered around the map. The placing of SB and redeemer are nice.
The damage which is hanging in mid air requires TL or impact jumping to get a grip of it.


The architecture is very simple in this map. There is no trim, the textures are not supportive to
the architecture or vice versa. The brushes seemed to be the basic ones with very little
of additional brushwork.


There is more than one texture around but they are mostly unaligned making things look like half done.
I found no interplay between textures and the geometry.


The lighting is very level. Most of the lights are left to their default settings and as we know, the
default settings create a very level lighting. There are many torch flames in this map but as their
light radius is very long, they do not produce the desired effect. Looks like they do not emit light
at all.


There are no sound or music setup in this map.


To the author:


The map is a good skeleton to proceed with. I recommend to replace those stairs with plain ramps. You
get the same feeling and look but without the costly polygons. The torch flames are very laggy if
placed near large surfaces. You can turn the dynamic light off which speeds up things a lot.
You need to practise with lighting. The map is well light up but some shadows here and there would
not hurt anyone. The pathing requires a complete overhaul. The flag stealing problems are a result of
misplaced flags. You have risen them off the ground which makes them unreachable to the bots. Make
use of the View->Show paths to inspect the pathing.
More information of this subject can be found in this document.


 
Map Comments


PhoenixD685 Rating: 3 
With a lot of tweaking, this map could be a really good CTF. I want to see a CTF-ComeGetSome][!

Mister_Prophet Rating: 2 
yikes

Plat Rating: 2 
oh, shut up Phoenix. I know your being sarcastic!

xan001 Rating: 10 
I seem to have slight difficulties running this level on my 386 w/ 4 MB of RAM. If anyone knows why, please let me know what I can do.



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