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DOM-Cartridge 
Map Info


 
File Namedom-cartridge.zip
Authorfragswill
GametypeUT Domination
Date Added05-28-2000
File Version1.00
File Size595 kb
Player Count6-10
Map DescriptionNone
Review Rating8.5
User Rating8
Overall Rating8.5
NC2 map imported without screenshot.
 
Review


ReviewerUnknownOverall Score: 8.5/10
DateNC2 05-27-2000


Player load: 6-10

This is a slpendid domination map done by Fragswill, as well as quite challenging. There are three control points, with less-than-creative names, with a fair amount of space in between each one. I'm not too sure what the theme is, but it seems to be some sort of a base built into the foot of a mountain.


One control point is placed just outside along a river where you can take a teleporter to, or take a leap from the bridge. Defending this one wasn't all that hard if you have some ammo and just hide behind one of the teleporters and wait for the unsuspecting luzer to run by. What I found strange about the river here is that you only swim up to the rocky wall, then you're gibbed and told that you've run out of breath. I thought this was kind of odd. Why not like a grate or something to that effect?


Another control point, called the "big room", is just that. This is hands down the hardest point to defend. Totally exposed from attacks coming at you from above and at ground level from 270 degrees (that's three out of four sides). To make matters worse (or sometimes better), the beams make for a blind spot. If you are attacked from two sides, you don't have a chance. This control chages hands constantly, but that by no means is an excuse to not get it. If you don't someone else will!


The final control point to mention is placed in an elbow of a wide hallway. I found the best way to defend this one is to grab up the ripper and just zing some heads off if you see any movement down the hallway. This will usually work for a couple minutes until you get picked off from a sniper rife.


I played Cartridge with three teams, three on a team (nine players) at masterful to 300, and I lost! It was nail-bitingly close in the end. My team was behind for a majority of the match. We had around 225 while the other two teams had 260 and 270. I thought I was screwed until I noticed that the winning team (Blue) and the other team (Green) no longer had any control points! Between fragging and control points, my team was back in the fight with a good chance. Scores were soon completely even! We all had 275 and the winner would be decided soon. Just then, I noticed that Blue was at 295. The only way we were gonna have a chance was to keep them away from any control point. While I succeeded for about one minute, I only made it to 283, Green 290, and the Blue bastards took the match with 300.


While the bots are quite brutal in this, I never once saw them get the udamage or the shieldbelt, the latter being much easier to get to. They never even used the translocator, and there are several places where they should have. The layout gets tight in spots, and the bots on Adept or higher will make gibs out of you in a heartbeat. When I find myself swearing at them when they splurg me with flak, they're probably good (or I'm having a completely terrible UT day).


Item placement decent. The undamage being placed on top of a pipe, I think, in a dark spot that require some crafty translocator skills, and the shieldbelt visible on top of a crate that could be reached by an impact jump (but why?) or the more sensible translocator. The keg o' Health is in easy reach on the bridge. You just have to watch for rockets and bullets looking for a spot on your forehead in the distance (this can be read with a couple different accurate interpretations). The rocket launcher is a tad out of the way, but becomes a useful tool, though I found the flak cannon the most gibulous weapon here in the hallways. Oh, I almost forgot. You get to break glass in this to get the armor, too. Yes, it refreshes for those destructive types out there.


Beavis: Hehhehehehehhehehehhe


Geometry and texturing were both applied with skill. Trim was carefully applied to the appropriate areas, and the geometry looked really complete and enjoyable while keeping the poly count low. It does a decent job getting away from that "room-hall-room" effect. Occasionally you can pull off a z-axis frag or two. Especially in the "big room". Lighting was good, though maybe a little plain outside I thought, and many of the coronas were a bit too overbearing, but all-in-all, still better than average.


If you like domination gameplay, and you want a good map for it, then make sure to check this one out!


 
Map Comments


Chruser Rating: 7 
nifty map

RabidWolf Rating: 8 
More fun than Golmud. Who reviewed this?

fragswill
01-28-2003 05:41 AM MST
 
I think maz reviewed it. I also want to know who submitted this one. It was a part of the IMMACULATE mappack, but I never meant to release it.



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