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CTF-Warpcore | | Map Info |
| | File Name | ctf-warpcore.zip | Author | <[DecoY]> | Gametype | UT Capture the Flag | Date Added | 04-17-2003 | File Version | 1.00 | File Size | 6.28 mb | Player Count | 8-14 | Map Description | Symmetrical CTF-Map based on the Propulsion system from Star Trek. | Review Rating | 3 | User Rating | 5 | Overall Rating | 4.0 |
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| | | Review |
| Reviewer | Hourences | Awe Score: | 0.5/3 | Date | 04-20-2003 | Build Score: | 1.0/3 | Review Schema | Cast 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. |
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| | 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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