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CTF-Vallyduel 
Map Info


 
File Namectf-vallyduel.zip
AuthorWicked
GametypeUT Capture the Flag
Date Added01-24-2003
File Version1.00
File Size1.02 mb
Player Count4 - 8
Map DescriptionIts my 3rd ever ut map so don’t be too
harsh....


The map is basically two bases with a
flag in each one duh 0-o and errrr yeh
that’s it with some nice trees in the
middle :)
Review Rating1.5
User Rating2
Overall Rating1.5

 
Review


ReviewerHourencesAwe Score: 0.5/3
Date01-31-2003Build Score: 0.5/3
Review SchemaCast Score: 0.5/3
User Point: 0
Overall Score: 1.5/10

Rather small sized CTF map, using the known 2 forts type layout, 2 forts and a canyon in between.

The map has a lot of typical mistakes, where to start.
Lightning is very white and completely unsourced (you need lamps or other lightsources!), it doesn`t come from anywhere, nor does it add any atmosphere or anything else to the map, it`s just "light". All lights in the map even still have their default brightness value.
Textures inside the base are really bad, all the walls have a very white boring texture, the floors have a red/blue texture, and the ceiling has something gray, and that`s about it. Some more theme fitting textures wouldn`t been bad, and some more contrast in them, using more different textures.
Architecture are cubes mostly, and sounds are pretty non excistance, as is a theme for the map.
And also some technical problems, such as misaligned brushes, and weird 2 sides surfaces and a HOM.

Gameplay has a lot of probs too. Most of the corridors are pretty thight, wouldn`t been bad if they were a bit wider. Also the weird pillar like things against some wall are really iritating, you get stuck all the time a la CTF-Dreary but worse.
Also the map is unbalanced, red has it better. They can defend their base a lot better because the route to the flag is longer, and because you first have to swim before reaching the flag, very bad idea. Also it`s easyer to cap for red, because the blue base has an extra entrance and exit.
Too many strong items in the middle, and too many weapons and ammo at the same spots troughout the map, scatter them more.

All these things don`t really make this map a keeper, lots of typical problems, but if you keep practising and give it time youll get there :)


 
Map Comments


Wicked
01-27-2003 04:05 PM MST
 
*Cough*any comments would be welcome*Cough*

BeWilderBeest
01-27-2003 06:19 PM MST
Rating: 2 
*cough*Go back to the drawing board*cough*

Mate, let me make a few criticisms about your map...
Firstly, The red team has a huge advantage with their flag base through that water... it's too easy to defend and too hard to assault. Bases should be symmetrical or at least balance the gameplay so neither side has an advantage.
There's also only 1 way into each flag room, which kills flow... try to have some alternate entrances, otherwise your map becomes boring and predictable quickly.
I don't like the way you've just scattered weapons and ammo about. I don't much care for the visuals... textures and lighting in the bases is too bright and overpowering... outside is ok. The map is too small for the redeemer. There's no point having sniper roosts... the time it takes to climb all the way up there is time you could be taking the other teams flag, and there's not enough open space to warrant them, anyway.
Also, another point about the sniper roosts... you should have the lift return when you want to get down, because you fall too far and end up taking damage.
There's no screenshot or map title in the levelinfo... authors really should include these in a finished map, unless this map is not finished, in which case it should not have been uploaded to NaliCity.
There are no ambient sounds, or a music track selected for atmosphere, so basically, the level feels 'dead'.
Bots played ok, but I think this map would be frustrating online... there are too many hangups and inconsistencies to make it worthwhile.
Oh, and there's a massive HOM in the blue flag room...
Now, about the things I liked about this map...
umm...
...You made an effort. Keep trying, you're on the right track, just take some time fixing up the details... visit a playtesting forum (www.unrealplayground.com, for instance) and let others tell you their opinions before you release a map... good luck!




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