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CTF-ManowarV2 | | Map Info |
| | File Name | ctf-manowarv2.zip | Author | PsychoP@t | Gametype | UT2k3 Capture The Flag | Date Added | 01-23-2003 | File Version | 1.00 | File Size | 1.6 mb | Player Count | 8-16 | Map Description | None | Review Rating | 1 | User Rating | 3 | Overall Rating | 2.0 |
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| | | Review |
| Reviewer | CrystalfaT | Awe Score: | 0.5/3 | Date | 02-03-2003 | Build Score: | 0.5/3 | Review Schema | Cast Score: | 0.0/3 | User Point: | +1 | Overall Score: | 2.0/10 |
How to start? Good in parts? ok? poor? I know, how about terrible.
The premise of this map is well known to all, its yer standard facing worlds. This one looks like a mix of Face2 (main bases) from UT and Face3 (paths between) from UT2, but both of those are are lightyears ahead of this. So, nothing original there.
Overall, weapon and health placement are adequate, though the reedeemer is in far to easy a place to get to. The good point is that FPS is reasonable, 80-100 FPS on a P4 1.4 with Geforce 4, but thats about the only good point. Gameplay is pretty weak due to this map not really being finished at all, its full of errors and there are no bot paths. Despite what the author says in the readme, lots of people like to play using bots, for a bit of practice if nothing else, plus, with a map this bad, Im not gonna stick it on the lan server to test with real people anyway. Bot paths must be done to complete a map weather you like it or not.
Hey ma look! its not really space at all, it some sort of box and if i jump off at the right places i can run right under everything.
Visually, its rather plain and dreary with no real appeal at all.
So, What else wrong with it?
Lighting - lights without sources, how many times does this have to be said? Plus when the lights did have a source they were in the wrong place.
Terrain coming through the floor - in both bases in the outside courtyard part.
Shadows - why are there shadows on the paths when there is nothing to cast them?
Hall Of Mirrors - Theres a big HOM going on outside right of the Red base (see screenshot)
Invisible block - The readme said it was gone, Oh no it aint. Check out the crooked arch (on the left looking from blue to red) try and get through it without having to jump and walk about in midair.
As far as the build goes well it seems as thought there is major BSP probs with the ground, some polgons simply havent any definition therefore no material can be applied to the, basically the whole terrain is one erroneous brush, as you can tell by the 20 (yes 20) playerstart error on rebuild, all of them are on invalid bases, due to the erroneous brush.
Overall, Id give this one a miss. In its current state its unplayable. There are some nice ideas going on and I do like the base design, even though its been done before and it could have been done in UT, but it offers nothing original.
PHOOOEY! |
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| | Map Comments |
| flanny 01-23-2003 10:01 AM MST | Rating: 2 | | Despite what the readme said, the invisible wall is still there as is the obscured view of the blue base form the red entrance. There must be some kind of mistake, but I don't see anything changed in v2.
| Louise 01-23-2003 03:40 PM MST | Rating: 8 | | I have fix the bots, and the invisible wall. Know it play simply SUPER!!!!. In is readme, the author say. That no one like bots? one of 3 raisons why he didn't path it sorry man I play often whit bots. You did a great map, but you didn't finish it. I give a 8 cause I have fix all the problems. But if I had not, I whoud had give a 2 no more. Cause it is a unfinish map.
| Leareth 01-24-2003 12:44 AM MST | Rating: 2 | | As distributed the hall of mirrors and invisible wall are really annoying. And with no bot pathing and mediocre visuals, why bother fixing them?
| sibn 01-27-2003 06:48 AM MST | Rating: 2 | | The first thing you notice in this level is that it's not to scale. What scale? A tolerable one. It feels like a pair of trousers with 10 inches more waist than you have, without a belt.
Visually, it is not particularly impressive, but is strongly reminiscent of Unreal Tournament style poly counts. If nothing else, this really keeps the frame rate unchained. And if you go outside the base, you notice it appears to be on some kind of square-shaped platform with a small stairway or ramp leading off into nothing at all.
The lack of bot support is definitely a strike against this map, as I don't see a map like this getting on many server rotations at all. If you go through and download the best maps ever by well-known mappers like Faceless, you notice they all have bot support. This is no accident. Supporting bots is dotting your I's and crossing your T's. If you write a resume on paper, you do this. Why skip it now?
Finally, the gripes: - Contrary to the README, the invisible wall has NOT been removed. There are shots you can see clearly from the middle of a given base to the other base that you simply cannot make because they stop dead in the center of the map. - Lighting is unspectacular, and its origin is not clear, considering that there are no suns or moons in the sky. - By the way, there is no bot support.
I recommend you try again, cyberlaf. If you scale the map down a bit so that it fits, add bot pathnodes, and correct the... odd geometries (like the "platforms" the bases rest on), then this would be a map I would be happy to keep in my Maps/ directory. As it is now, it's just not finished.
| 1/2LuNaTiC 02-07-2003 05:03 PM MST | Rating: 1 | | Eww...BTW Louise its not right to rate a map according to the personal changes you did in your version. Its rating on what the author has created and released not what you can do to it.
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