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CTF-RiverDivided_v3 | | Map Info |
| | File Name | ctf_riverdivided_v3.zip | Author | Gears | Gametype | UT2k3 Capture The Flag | Date Added | 06-12-2003 | File Version | 1.00 | File Size | 9.72 mb | Player Count | 8-24 | Map Description | Large indoor/outdoor. was the first map done by me. Heck first map I ever did so excuse the noob look to it. Tried alot of experimental ideas here to see how well worked. You will need to play this map for a few hours to explore it completely. Sewer lids do break apart if hit with an explosive weapons only.
This level will require a powerful computer with at least a geforce3. | Review Rating | -- | User Rating | 8 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| The_Real_Meneer_Aard 06-12-2003 11:08 AM MDT | Rating: 7 | | a large ctf map that reminded me of projectX2 for ut. Two large bases with a river in between. the theme is good. unfortunately the corridors can be a bit ugly in some places (overlit) and th egeometry is boring in some places. the stairways to the flag make it hard to capture. concluding there's no reason not to download it but it needs some polishing
| razielyo 06-30-2003 02:16 PM MDT | Rating: 9 | | Waouuuuuu...congratulations ! U know how to use the editor ! Your movers are super !...Very creative map ! The fps is good..:):):)
| Stiroch Rehp 07-26-2003 10:27 PM MDT | Rating: 9 | | I love big maps.
Alright, I found it. You have to press the U key in the control room.
Why doesn't this have a review yet? It's one of the best CTF map I've ever played.
| imanidiot 01-20-2004 01:15 PM MST | Rating: 8 | | This map is great. I love the bigness of this map.
You realy know the editor
| SuperApe 03-15-2004 09:31 PM MST | Rating: 9 | | Let's start with the quick review: Wow!
Now for some important details. This huge CTF map holds 8 players, ... at the minimum! I'll be blunt: if you don't have a capable machine, this map will frustrate you with the first firefight. However, if you're willing to lower the rez and details, by all means hit the download button. Here's why:
Awe (3.0): First impressions were really big here and not just due to the massive size and scope of the map. (The map covers four mountain ranges, a river, a geyser and several different large indoor structures) It seemed each structure held some effect or device that supported the theme while adding to the gameplay. I'll have to give one away to let you know what I'm talking about. There's a Control Room for each compound. From the Control Room, you can remotely seal off a passage, flood another with poison gas, or catch enemies in an electrical field in another. (Use the 'u' key at the terminals; which of course are complete with video screens) Although some of the textures and mesh shapes used at times looked too simple and some of the mist/steam particle work could have looked better, the overall Awe score soars high due to the wide variety of well executed designs within a consistent theme. (always a tasty recipe)
Build (2.5): There are a wide variety of triggers and movers in the map; all function properly. The brush-work and zoning do their best to optimize the map; although outdoor maps like this are designed to show you wide vistas so little could be done there. With the exception of the falls being rather quiet, the sounds are very well done. Underwater areas are handled well, although there was no sound when leaving the water. T-ports and destroyables work fine too. Botplay seemed more of an afterthought compared to the attention paid to so many other details in the map. A few important translocator JumpSpot opportunities were missed in the Bases and the botpaths seemed too sparse near the River and in the Mountains. Bots also aren't given the impulse to get some places on their own, and if they get there they get stuck easily (The Sewers). Bots have no compulsion to take advantage of the Redeemer or the Control Room; that might've been a little too much anyway. Bots aside, the map is solid. For such a complex effort, that's saying quite a bit.
Cast (2.5): Gameplay suffered mainly due to framerates during firefights (The bases and river were particularly bad, unfortunately). While the map itself is okay, the added ideal count of players (and their weapons) eat framerate. Again, these slowdowns can be remedied by setting less detail and/or lowering player count. Specific bot AI was adequate for CTF games. It's hard to judge the map flow of a place this size. It felt like about four maps linked together. There are plenty of ways to get around the map; each one showing you something neat. Item placement is well thought out; I won't spoil where things are, but you'll eventually find all weapons and items. It's intended purpose, although epic in scope (no pun intended), is achieved with only minor complaints. The special elements in the map actually effect gameplay, which is a rare thing to see.
I really could just go on and on about this map. There's the Redeemer Launch Bay, that let's you fire your guided missile from out a BattleStar Galactica-style tube with flashing lights. There's the massive Geyser which can throw you around 500 feet in the air, but that's only half the height of the map. That's right, you see you need more height to fit the giant hovering platforms kept up by massive engines. Then, there's the underwater passages to the...
(I'm rounding this review up from 8 to 9, fun stuff.)
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