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CTF-CamperCrossings | | Map Info |
| | File Name | ctf-campercrossings.zip | Author | GIdenJoe | Gametype | UT2k3 Capture The Flag | Date Added | 05-22-2003 | File Version | 1.00 | File Size | 5.49 mb | Player Count | 0-12 | Map Description | None | Review Rating | 6 | User Rating | 7 | Overall Rating | 7.0 |
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| | | Review |
| Reviewer | Hourences | Awe Score: | 1.5/3 | Date | 05-23-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 2.5/3 | User Point: | +1 | Overall Score: | 7.0/10 |
A medium sized CTF set in a kind of futuristic building.
Graphically the map is ok. You can`t really call it impressive or original, but the visuals do their job. Most of the meshes are prefabs, and placed around nicely. `Though I lack a bit of a coherent feeling throughout the map at times. Sometimes the style changes from futuristic style A to style B and back. Like corridor X made in a kind of greenish yellow metal, and the next corridor, Y, suddenly becomes a very white styled corridor, with a different style to the meshes as well. Another complain I have is that sometimes the rooms and corridors feel a bit simple, not in polycounts or anything, but in general style it sometimes lacks this polished feel, for example the flagroom feels too much like a cube with 2 platforms in it, the cubicness should have been broken up more. Aside from those 2 things the graphics hold up pretty nicely. Light is made out of multiple colors to give some contrast and variation, but sometimes there are too many dark spots around. The skybox is very simple and pretty damn boring. And there are also a few custom meshes and some custom music track.
What this map is more about, and where the strong points lie are the gameplay. The map is based on a Quake 3 CTF map, and you can clearly see that on some places. The floorplan is based around 3 rooms, 2 flagrooms and the middle room, with mostly 2 level z Axis. There are about 3 ways out of the flagroom, high, high left, and low right, and there`s an ok amount of prediction possible, but I have the feeling it could have been a bit better at spots. For one the general feel of the map feels a bit to much room corridor room at times. I think another room in between the middle and the flagroom would have eliminated this feel a lot, and at the same time it would help to switch routes when you attack or leave the base. Since now, once you took the left corridor for example, your pretty much trapped until the middle, and the only thing you could do is turn back or walk on, instead of switching routes easily so the enemy can`t predict you so easily. Also for defense its better to intercept people before they reach the flagroom, instead of starting to camp and spam inside the flagroom. Asides from that the gameplay is nice and certainly better as most maps.
So in conclusion, average graphics but certainly nice gameplay which will work out well online. |
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| | Map Comments |
| Doctor Nick 05-22-2003 05:07 PM MDT | Rating: 9 | | 1 word: Wow.
Clearly designed as a map for playability, this fortunately scores extremely high on the visual side of things too. Bot AI is superb too. I'd love to see this in some leagues.
| Mister_Prophet 05-22-2003 09:57 PM MDT | Rating: 6 | | Gi, you made a good map here dude. Visually it isn't exactly breathtaking (you knew that was coming) but I had a great time playing it. It's is a facing bases map, but you have alot of different ways to and fro the bases and the weapon choices and placement was quite satisfactory. I don't care that the theme is redundant, at the end of a few matches, I realized that I was having fun. Good ctf gameplay here. I'd beef about the room-corridor-room aspect in some places, but this is ctf mapping so my standards are a bit lower;)
If I was writing the review I'd give you:
awe:1.5 Build:1.5 Cast:2.5
And that music track is arousing.
| Clark Kent 05-23-2003 12:01 AM MDT | Rating: 8 | | I agree with Nick the game play rocks and so do the BOTs. Looks better than Orbital2 and plays much better and sounds better too.
I am going to submit my review at InSite tonight or tomorrow so let's see what the team thinks. But it could get Clark Kent OWNAGE because it's that good.
| DeRailer 05-23-2003 12:03 AM MDT | Rating: 7 | | It's definetly a waste if the map doesn't get used in competitions. The competitive element and gameplay is there. It doesn't look bad either. I still think some part of the map's a little dark(players barely visible) and can use some soft lights to lit it up. Was hoping you won't release the final so soon, but who cares, TTM's used in competitions anyway. =P
| Shao 05-23-2003 05:11 PM MDT | Rating: 7 | | Please! Play IT BEFORE YOU EDIT!
| _GMotha 05-24-2003 11:21 AM MDT | Rating: 6 | | I should really get mapping
| GIdenJoe 05-25-2003 06:56 AM MDT | | Thx for your time houre :)
It was very much in the line of my own expectations.
Now it's time for me to school myself in respect of theme, unity and making it all look a bit more professional and of course I'll need tips from time to time :p
To Shao: what do you mean with that play before you edit?
| DarkMagic 05-25-2003 08:42 PM MDT | Rating: 7 | | Pretty good....
| Cyrss's Female Dog 05-26-2003 11:12 AM MDT | Rating: 8 | | Ok......
| Morgoth 05-28-2003 07:24 PM MDT | Rating: 8 | | Great Map!! Gameplay is wonderful, nice flow. Item placement is also very good. You have to play this map a few times to really appreciate it. This is very well put together solid map. After DL it I played it for hours and never got bored! Very Nice Job!!!
| Cigam 07-21-2003 03:01 AM MDT | Rating: 7 | | I usualy judge a map on the gameplay because I play this game, I don't watch it :) So after few match on FFA I must say this map is good. The number of path to the flag allow some possibility to the attack but the flag room isn't undefendable. The weapon are well localized and there isn't so many power up. Defenitly a league map.
| SuperApe 12-17-2003 12:30 PM MST | Rating: 7 | | Awe: 2.3; this map is pretty old for UT2k3, so we've seen a lot of this decor before, but it's well done. Lots of decor and effects without slow downs or hindering play. Build: 2.5; I do recognize elements of this from a Q3 CTF map, so I can't say the layout is original. But, it's a really good symetrical CTF map layout with tons of different ways to get around and variety of space size. Sounds are great. I did have an issue with the long metal grate in the Flak/Minigun area, the mesh was set to Box collision and everybody is 6 inches above the grate. Cast: 2.0; the gameplay is good. I thought the Bot defesive scripts were a bit rigid, but they work great. There were good opportunities for (translocator) JumpSpots for bots that were missed. And I'm still really confused over the PathNodes and AssaultPaths hanging high in mid-air over Midfield. But the optimization is first rate. Plays fast for such a big map with a couple large spaces. Of course, as a classic CTF map this is fun to play. Total Score: 6.8 (-> round up to 7)
| Manticore 12-18-2003 04:02 AM MST | Rating: 7 | | Yep.... well done considering the Quake connection....
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