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CTF-The Double Helix- 
Map Info


 
File Namectf-helixv2.zip
AuthorHomeslice
GametypeUT Capture the Flag
Date Added07-30-2003
File Version2.00
File Size875 kb
Player Count8-12
Map DescriptionThis is version number 2 of The Double Helix, now with much better botpathing (thanks to Christian "Cobra" Trepanier for doing all that).
Review Rating --
User Rating5
Overall Rating --

 
Review


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Map Comments


Homeslice
07-30-2003 02:25 PM MDT
 
One of my most serious works here. I'm proud of the looks of this map, except for the terrain, or lack thereof, since all I get for making mountains are BSP holes, but I'm not proud of the bots - they suck here. What do you all think of this?

Now we're up to version 2 here! Thanks Cobra for pathing.

C.Strife
12-27-2002 09:37 AM MST
Rating: 7 
COOOL...uhh i don't know how to fix it but if you really want to kno just e-mail some good mappers...i guess they'll know

Yrag
12-27-2002 02:07 PM MST
Rating: 5 
Some very nice effects ie rain sky and stuff, but the building seems to have something missing dont get me wrong i like it but i think a bit more time building it could get a much higher score. One prob, in the room where there is rain coming through a hole in the roof you can translocate through it and then you get big bsp holes from the view point.
Overall Nice Effects!

Louise
05-03-2003 07:17 PM MDT
Rating: 7 
Very good map HS. Damn fun to play.

paranoid
06-15-2003 01:08 PM MDT
Rating: 5 
Hmm, I don't know why I am commenting, Homeslice prolly won't see it, but i'm bored:)

It's promising, but way to simplistic, but hehe I have lotsa things to say!!! For one, i'd recommend using the sheet brush when working with masked textures and glass otherwise you'll get many a HOM lurking about. Pick a theme and stick with it, there are way too many textures in here that clash, plus a lot of your decos, are out of place (your lamps and lanterns do not belong in there!!) Make sure all of your lights are sourced and keep their radius low, you are not required to light every pixel!!! Besides shadows are nice things to have in maps, they give it atmosphere and can also serve to break up the monotonous use of certain textures. (This would have looked good outside, having just one light source with a large radius, a colour that matches your sky light source, rather than having a gazillion lights with a white colour!!) Make sure all your brushes are aligned to the grid and connect seamlessly, i noticed that a lot of your corridors often had a little step in them, it doesn't look very good. yawn, I would use trim to avoid texture cuts (and make it look better), work a lot on your architecture, use a lot of support beams, recesses in the ceiling and other odds and ends to make your level feel like a real place, rather than just having various sized brushes joint by boxy corridors. And just make sure you go over your map a lot before release, to make sure everything is just right! ( like how you forgot to texture one of your lifts, it's still the default texture, tsk tsk)

But other than that hehe, your rain looks good (i'm impressed you used it in such large areas and still managed for it too look quite good.) Your sky box is heaps nice, your item placement is adequate and i guess you could say your heart is in the right place. Besides, this map is old and i am sure you have learned from it!!! keep at it!

Oh before i go i would really recommend not using that ripple texture like that (yucky) unless you add it as a translucent sheet and increase it's scale!

sampai nati

Shadowlurker
07-30-2003 01:11 PM MDT
Rating: 2 
Way too simple and bland, and theres a distinct lack of trim. Otherwise I agree with the guy above me.



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