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CTF-Paranoid | | Map Info |
| | File Name | ctf-paranoid.zip | Author | SpazTheProphet | Gametype | UT Capture the Flag | Date Added | 01-08-2003 | File Version | 1.00 | File Size | 2.41 mb | Player Count | 10-12 | Map Description | None | Review Rating | 4 | User Rating | 7 | Overall Rating | 5.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.0/3 | Date | 01-09-2003 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 5.0/10 |
CTF-Paranoid is a rather good attempt by a unknown mapper to make an average playing map. Its one of those maps that are better in one category and not as good in the other.
Visually, the map is underaverage, but not bad underaverage. The rooms are made of basic shapes and so is most of the map. Lighting is of course overdone in some areas too and not convincing either. The Lighting is rather underdeveloped, its used too much and coronas are used badly, the author should stick to white coronas for now on since the light color alone is more than enough to make the coronas colored. The author does make a good attempt at pipework though....most maps that look like this have crap pipes. Spaz has pipes that go up walls in curves and he even adds supports to keep them in place. Youll almost never see something this detailed in such a map. It isnt that the map lacks detail, it just doesnt have enough. Some spots have nice touches, like floor grates that are pulled up to reveal a passage way underground.....but the concept is done generically and theres no meaning or purpose involved to explain why there are grates that open and give access to a long underground tunnel that looks like it should be a sewer (but isnt a sewer). Things like that are all over this map, they make you notice them but then you ask, why?. There are lightboxes, but the author doesnt waste time using them like most other maps do by placing them on square lights along the ceiling...the lightboxes in this map are along the floor. The design is all rather undetailed and the theme is anyones guess (I figured I was in a random complex with random DecayedS textures) but the architecture is still much better then most underaverage maps and the mapper has a good chance to release a better looking map in the future.
Now Gameplay, this CTF is based on 3 main levels, the main floor, an upper floor composed of catwalks and down ramps, and a basement passage that goes in a straight line and ends on both sides of this reflection-style map with a teleporter that takes a traveler to the outside of the base above. Holes in the floor of the main room provide access to this tunnel. The center of the map is a big cylinder shaped room with a criss cross catwalk that connects the upper floor to the stronger weapons of the map and a flat floor under them for first floor travelers. In this room is a central shaft only accessible by the lower basement for access to the upper floor, with jumpboots in the middle. All this is playable, with three distinct paths to take and switch between make this a standard CTF map for UT. The bots put up a good game at first, and I almost would have called them good bots till I realize that the bots dont seem to realize there is a basement floor at all, meaning I could make it to their base and back via this tunnel with no real problems. If this one aspect hadnt been overlooked, the map would have been just fine for botplay. Online play would be a different story.
The Prophets Verdict: This map isnt quite what youd call an average map, but for people who a) Dont care for looks (and there are lots of you) and b) play mostly online, you may appreciate this map more than others. |
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| | Map Comments |
| SpazTheProphet 01-09-2003 09:55 PM MST | | thx for the review =D
| SealClubber 01-09-2003 10:39 PM MST | Rating: 10 | | OMFG - THIS MAP IS TEH PWNZ0R!!!! PUT TEH MAPX0R IN THE SERVERS N0W!
/me 's jaw is still dropped in amazment!
| BangOut 01-10-2003 01:44 AM MST | Rating: 4 | | Thanks davey
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