NaliCity
HomeMapsServersForumsMy NaliSubmitChatLinks
Thu, November 21, 2024
Latest Additions
Latest Reviews
Latest Comments
UT Color UT UT2k3 color UT2k3
U2 UT2k4

NaliCity Mothership
65.39.251.19:7777

Search

-Game-

-Map-



Advanced Search

Menu



more...
more...
more...

Welcome to Nali City
Register | Login


CTF-Dust-rc 
Map Info


 
File Namectf-dust-rc.zip
AuthorVladimir
GametypeUT Capture the Flag
Date Added08-21-2001
File Version1.00
File Size672 kb
Player Count6-8
Map DescriptionNone
Review Rating5
User Rating7.5
Overall Rating6.0

 
Review


ReviewerArcadiaVincennesAwe Score: 1.5/3
Date05-31-2005Build Score: 2.0/3
Review SchemaCast Score: 1.5/3
User Point: +1
Overall Score: 6.0/10

CTF-Dust (UT99)

Once again the most famous CS map invades UTland. This time around, it's a CTF game that's set in the infamous desert town. Instantly recognizable and somewhat regrettable, this map proves again that what's good in one game doesn't necessarily mean it's good in another.

AWE: 1.5

The texture work is decent enough - not much is unaligned and they're applied appropriately. The pallete is, as the original, brown. From the sand, to the crates, to the walls, to the paving stones - it's all brown. A little grey stone or something else would have been very welcome to break up the monochromatic monotony. Since this is CTF, the map's been mirrored so deviating from the original in terms of some texture colors would not have been unreasonable. After all, the original's not played for its beauty - although it looks nice enough - so some artistic liscense would have helped here.
The lighting is both good and bad. Despite it's noon-day desert setting original, it's surprisingly dark - perhaps the map's supposed to be set at dusk? The lights outside mirror the sky's light color and have a decent enough lighting setup on them. The inside lights are less saturated and do create a little bit of nice contrasting color work, but theire radii are set to large to be realistic and they are spaced too far apart to complete the illusion that they are illuminating the interior areas as much as they are. There's a lot of light around the map that does not come from light sources so this is a bit of a dissappointment. Finally, the flag light colors are oversaturated and don't really make sense considering it's the only red and blue light in the map.
The architecture is - de-dust. It's straight, vertical, and basic and really doesn't reccomend much to look at. It's a decent job at re-creation, but again, more artistic liscence would be a welcome change.
In general the texturing, lighting, and architecture are all dissappointing. Sure it's a decent enough remake visually of the CS map - but there's really no need to not dress it up a bit.

BUILD: 2.0

The map in terms of BSP is built just fine. The brushes are aligned and I couldn't find any HOMs. The zoning is basic - although the top of the map is pretty much just plain open, more zoning would have improved framrate a little more. On the other hand, there's no real complicated brush work that dramatically effects framerate so it's not really needed per se. As for the sound - there isn't any. That's just too bad.
In general the build is just fine with the lack of ambient sound being the big downside to the map.

CAST: 1.5

Well, de-dust is the most popular CS map as I understand it. One would assume that the reason is for the gameplay. Does the same hold up here? No - not really. For a dust remake to be successfull in UT, my opinion is that one must change the layout a little to cater to the UT movement and weapons. I get the feeling that the author did try to address this a little - but not to its full potential. One of the most simple UT gameplay changes to implement would be z-axis. This greatly falls short here. There's some z-axis at both flag bases, and there's a little bit in the side routes, but that's about all. The center path - the easiest and fastest to take - is completely flat. Luckily, there are twists and turns and crates to provide cover for returning flag carriers. The weapon layout is a bit borked as well. They're lying around the map seemingly randomly. Also, the flak cannon is in the middle of the route to red base right next to it which means you automatically pick it up when you approach the base. As far as I could tell, there's no equal placement at the blue base which leads to a bit of a balance problem. Also, the shield belt is placed dead center of the center route and is no challenge to get. I am always in favor of a risk/reward situation for powerful pickups. Sometimes that can be out in the open in a central area. The risk/reward being that it's so open that it becomes dangerous to get because everyone's giong for it. However, this is quite difficult to do well and it certainly does not work here.
As for the bots, they're pathed appropriately enough but only seem to attact via one route. They'll be a challenge but their behavior is predictible.
In general, there's a distinct lack of z-axis, wonky item placement, and lack of inspiration in the bots.

To put CTF-Dust in perspective - what is popular in one game, definately needs thoughtful tweaking in another game in order to work properly. This map suffers from lack of beauty, lack of sound, lack of UT game elements, and lack of item placement planning. If your a CS addict yet still like the UT action, and you're a CTF fan - go ahead and download it to reminisce. Otherwise, it's pretty much just going to collect dust on your hard drive.



 
Map Comments


123
02-26-2004 01:54 PM MST
Rating: 10 
Very good UT-Remake of the DE-Dust map from Counterstrike

Armageddon_Man
05-01-2004 07:17 PM MDT
Rating: 9 
Muy gr0s0, la verdad, muy gr0s0.
Lástima que sea tan desbalanceado, creo que para CTF no da. Sería bueno para DM o DOM.
(Y pesar que el HL:Camper-Strike me desagrada...)

Lord_Prawn
06-05-2005 01:03 PM MDT
Rating: 5 
lol, camper-strike

Played it,yeh CS....

50/50 ratin....isn't new map... :/

Sicko Teddy
06-05-2005 02:03 PM MDT
 
I got a feeling that he stole it from StrikeForce level-Dust (which is a remake of CounterStrice Dust level.) >:(

GTD-Carthage
06-06-2005 01:12 AM MDT
Rating: 6 
DE_DUST from CS...

That 6 could have been a 8 if you probably used more decorations on your map as it was seen back in CS. Also, the light color's of the map feels sort of the same through-out. The original Dust felt better with a sunny day.

Nice work for the textures converted though (if you converted any) and a nice attempt in converting a map from another game.



About Nali City | Staff | Contact Us | Report an Error | Privacy Policy
Become a Reviewer | Review Schema | Stats

Copyright © 1998-2024 BeyondUnreal, Inc.


PHP/Coding by MassChAoS, Iridium, Varpu, and Yoda.

Website design by Olento. Modified by MassChAoS.

NC3 concepts and ideas by the NC3 community,
MassChAoS, Varpu, Yoda, Bangout, and Luquado.

NaliCity founded by QAPete.