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CTF-Warpcore 
Map Info


 
File Namectf-warpcore.zip
Author<[DecoY]>
GametypeUT Capture the Flag
Date Added04-17-2003
File Version1.00
File Size6.28 mb
Player Count8-14
Map DescriptionSymmetrical CTF-Map based on the Propulsion system from Star Trek.
Review Rating3
User Rating5
Overall Rating4.0

 
Review


ReviewerHourencesAwe Score: 0.5/3
Date04-20-2003Build Score: 1.0/3
Review SchemaCast Score: 1.5/3
User Point: +1
Overall Score: 4.0/10

Rather small map, with bases in a large canyon wall, lava below, and a "warpcore" inside the flagroom.

Floorplan could use a few extra connections, like in the middle it would be handy if there was another connection from the middle path, to the 2 side bridges. Some more variation to the middle area in general will make it look more interesting, instead of these 3 uber long corridors.
It was also a bit hard to see in what base I was, except a few small lights outside, there is barely any indication where I am.
The rest was fine, except a little item overkill in the flagroom, but nothing serious.

Visually there are a few things I don`t like. The lightning is sourced etc. but things like the awful aqua-purple color combination in both bases give the light a pretty bad impression. Also outside the sky doesn`t seem to cast any light.
Texturing and architecture remains simple and standard in this map. It`s not really cubic at most places, but it`s really low poly and just pretty uninteresting.
Skybox has a rather original giant planet texture in it, could be original and cool, but it`s not worked out completely here, it`s pretty overlit. The bottom of the skybox consists out of lava, from which Ican see where the lava hits the side of the skybox.
Also in the flagrooms there is a giant HOM (hall of mirror effect), supposing to represent the warpcore itself I presume. I don`t know if this is a bug, or a shot at trying to be original with HOM`s, but it doesn`t really work.

Conclusion, CTF-Warpcore needs some work at a couple of spots, but the author is making progress.



 
Map Comments


quillion
04-18-2003 06:32 AM MDT
Rating: 7 
ok, this map layout is fantastic. so simple and affective for CTF. not too long, nor short just a few things tho to stop it looking nasty, take out the robots in flag rooms and also the little red block on the ledges, they make it look cheap, all this map needs is some lighting and texture help and it would be very very nice map. would have given a 9 but for the dodgy look:(


{DS}~2nd-B07
04-18-2003 07:31 AM MDT
Rating: 9 
Map ok...Nice movement/flow

Give a 9 coz quillion wouldn't

DiFool
04-18-2003 08:48 PM MDT
Rating: 2 
Well, the bots don't work: "Get their flag!" results in
my attackers wandering around their own base in a daze.
The textures are ugly, it's just a simple 3 parallel
paths to the enemy base kind of setup we've seen all
too often before, and I was hoping for some sort of
creative death when I jumped into the "warp core"
(ripped apart by a Chaos Vortexish singularity,
electrocuted, distintegrated, etc., but you just
drown in contaminated water!). Off my hard drive.



Rob
04-20-2003 08:27 AM MDT
Rating: 4 
The "warp cores", as said above, are just the most huge HOMs I've ever seen.
Architecture looks uninteresting.

Cyrss's Female Dog
04-25-2003 03:50 PM MDT
Rating: 5 
Was OK for a game with 7 Bots on Adept rating for 20 mins..then time run out and I haven't played it again yet.
It is on my 'rotation' and will surely play it again but not remember it.


<[DecoY]>
09-12-2003 04:52 AM MDT
 
actually...
I was trying to creat a mirroring effect in the flagroom...
anyway... I plan on improving it a bit...I might make a lot of changes...



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