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CTF-Brahar110 | | Map Info |
| | File Name | ctf-brahar110.zip | Author | Valviac | Gametype | UT Capture the Flag | Date Added | 03-18-2003 | File Version | 1.00 | File Size | 343 kb | Player Count | 2-4 | Map Description | updated version, fixed about everything. small map intended for ctf 1on1's. | Review Rating | 5.5 | User Rating | 5 | Overall Rating | 5.5 |
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| | | Review |
| Reviewer | Hourences | Awe Score: | 2.0/3 | Date | 03-24-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | 0 | Overall Score: | 5.5/10 |
A tiny CTF map, 2 mini bases on each side, with a lava river in the middle, and surround by some rocky mountains. Gameplay is ok, though its rather open, it can work, but at the end, small teamed CTF never really uses CTF to its full potential, and thus might get rather boring after a game or 2. Theres just not enough variation in the gameplay. So some people might like it, others not. But for me it didnt last to long, fun the first time, then it gets very reparative. As for items, you only got a shock and a rocketlauncher, a shield in the middle, which is all good, but then you also have 2 damages amps ? Thats pretty overkill in such a small map like this. 1 amp would be possible, since then you got something to counter the shield with, but with 2 amps, 1 guy is going to have a lot of chance of having a shield AND an amp at the same time, which isnt to healthy.
Graphically its ok. There are a few nice touches, and the map doesnt look boring either. The architecture is fine and standard, the normal vertex edited cubes, with some arches. Thing that I didnt like were the rocks surrounding the map. They look very spiky, flat and fake, they are almost 2D. While rocks should be 3D and give the impression that behind those rocks is a whole other world, not that it suddenly stops. Texturing is done with the Ancient textures. The texture choice is fine, some of the textures used here, havent been used that much yet in the past, but you cant exactly call the textures new or original anymore either. Certainly things like a custom rock texture would help giving the map a more original feeling. Light is mainly yellow, from the lamps, with red from the lava. I always have a problem with those mesh lanterns, that have been used here too. They simply dont lit up like a lamp, the wall behind it is very bright, like it should be, and the lamp itself is very dull, dead, cause a mesh doesnt receive light too well. It just feels wrong, BSP lamps would do good, with some coronas. The sky is made out of stars with a yellow cloud layer under it, pretty boring, some more indication in the skybox at what position the sun, moon or whatever is, and different colors should life it up. As the author states in the readme, the map isnt final yet, and you can notice that. For instance, I fell trough a grate over the lava, and some extra(invisible) stairs would help the gameplay a bit, so I dont have to jump all the time to get to the next area, like in the flagroom. Also I found it hard to grab the flag, changing the collision radius of the flag would most likely fix this. And also I can translocate behind the mountains, out of the map. Polycount is also a bit high, but nothing todays PCs cant handle, and some correct use of semi solid brushes might push the polycount back with 100 poly.
So all in all this map is decent and above average, but nothing we havent saw yet. You might like small CTFs, you might not. |
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| | Map Comments |
| {DS}~2nd-B07 03-26-2003 08:21 AM MST | Rating: 5 | | Nice graphically.Too Small 4 CTF
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