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CTF-Crusade | | Map Info |
| | File Name | ctf-crusade.zip | Author | Bot_40 | Gametype | UT Capture the Flag | Date Added | 05-20-2001 | File Version | 1.00 | File Size | 770 kb | Player Count | 8-14 | Map Description | None | Review Rating | 7 | User Rating | 7 | Overall Rating | 7 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Twrecks | Overall Score: | 7/10 | Date | NC2 06-10-2001 |
Might makes right
The last crusade by Michael Rippon (Bot_40) is of the two forts in a canyon variety.
A bridge over water seperates the two bases. The river can be forded and beneath the bridge lurks the U-Damage. Two cave networks also link the two sides, a simple short tunnel down river with a nasty board missing from a creaking old bridge with a deafeneing roar of the water dissapearing in a deep death dealing pit. The upper caves lead from the Red fort ramparts to the Blue "Flags (plural) room" with a Redeemer. The shield belt and Armor can be found in this upper route and is Blue's best bet for a get away. The Red base fortifications provide better defense over the Blue's two wide entraces. Fun: At first the map appears overly simple, but instant familiarity can get you into the action fast and that can be a good thing.
Playability: Sub 200 polys even in the open and enough eye-candy to keep up the interest rate. Bots: They use all 3 routes and defend/snipe without any hang ups.
Flow: The upper tunnel is too long in respects to the other routes, and can be difficult for humans to negotiate.
Items: I don't know if Redeemers in this map is altogether a good idea, they do make a big boom :)
Theme: Nothing crusade like, maybe the Nazi boxes fit the movie "The Last Crusade", so I'll only mention that there's good continuity and no part of the map feels out-of-place.
Architecture: Clean low poly construction, solid stuff.
Lighting: Decent use of light cones, coronas and sourcing. Didn't like the red glow in the Blue Base.
Textures: The Red base doesn't get a blazon like the Blue base. Good scale/selection/alignment, except for the see thru darkside of the moon :p
Sound: Lots of ambients and a not so good music choice (tired and for a bigger map). There is a awful high pitch buzz in the upper tunnels.
Overall a assymetrical map that favors Red as the ultimate winners. I suggest the author's minimum of 8 players and join the boys in blue for the extra challenge. This map will do well online and can be used to give one side the advatage when the game calls for it. |
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| | Map Comments |
| Shock6822 | Rating: 7 | | I actually enjoyed this map....blah layout but nice gameplay, decent looks
| Bot_40 | Rating: 7 | | Those textures in the blue base were an arse to align! Fair review, I'll do better next time! Hey that rhymed?!!
| Defeat 04-28-2005 12:38 AM MDT | Rating: 7 | | >A fun asymetrical map with different routes to get to the oppositions flag. Whose evers snipers get to post first the opposite snipers will have a had time getting to thiers. I like the spilled out flag box:)
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