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CTF-DagnysBigAssMap 
Map Info


 
File Namectf-dagnysbigassmap.zip
AuthorDagnyTaggart
GametypeUT Capture the Flag
Date Added06-18-2003
File Version1.00
File Size500 kb
Player Count12-16
Map DescriptionNote--this map has been superceded by CTF-DagnysBigAssMapV2, which is a radically improved version that has played in 5-on-5 clanner style pick-up-game matches.

If you like Z-axis fighting and if you regularly host 12 players or more, then consider this sizzling hot new map for your server. I have played this map several times online and it rocks! Other people have told me that they think it's a great map, too. Don't let the name scare you; it's merely a large map, not a gigantic map.

DagnysBigAssMap features several steep slopes that make for plenty of Z-axis fighting opportunities and a surprisingly large number of path options. At the same time, the layout is very easy to understand. Because of its scale and wide hallways, most kills will require skill and not spam. Expect plenty of prolonged one-on-one confrontations. The map comes complete with 14 zones and 14 corresponding zone-location ID tags.

Flag carriers will need to think about how to use the architecture to get out of their pursuers' lines of sight. Teamwork will help. Sharp 90 degree angles and barriers created by ramps that divide the center of the base entrance ramps allow flag carriers to get out of their pursuers' lines of sight. Strategic decision-making will also be required when deciding how to cross over the center. The map also includes several pairs of jumpboots which may prove helpful as well as "alternate" flag-running options. With jumpboots and full armor, flag carriers should feel free to go ahead and take a flying leap off a cliff...

Other maps by the author:

CTF-Dagnys-BigAssMapV2
CTF-Dagnys-Dark-Delight-LE102
CTF-Dagnys-Dark-Delight
CTF-Dagnys-Tubes-Of-Spam
Review Rating --
User Rating6
Overall Rating --

 
Review


No review currently available for this map.
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Map Comments


DiFool
06-19-2003 01:01 PM MDT
Rating: 6 
Yeah, it's pretty big. In the screenshot, I'd say that
big ridge-like wall down the middle of the map is
about 400 yards across (whatever that is in Unreal
Units). Very simple gameplay, but sometimes that can
be a virtue. 2 ways in, plus a sniper platform up on
top. The numerous jump boots means you can run up to
the sniper nest and dodge onto the big wall and survive
with only 50 health lost (you'll crater without the
boots tho). Dodging is a necessity here-can really
speed up your escape, and Low Gravity may add to your
enjoyment. Bots are pretty ok (they don't dodge to
speed up movement like humans of course)-a flag
carrier did get hung up on the wall doing the shuffle.

[edit] The only place I have seen them get hung up on
is on the central ridge, about 10-15 feet above the
floor level and 20-30 feet to the left of the last
opening in the ridge, seen as looking towards the blue
base...





Louise
06-19-2003 03:41 PM MDT
Rating: 7 
I think it is a pretty good map.DiFool explaine to me where did you see that flag carrier get stuk?. I playtest it at lest 6 times. And I never saw a bot get stuk?. Could you tell me in whicht base thanks. That map whas my worst nightmare to path. Cause of those slopes. Cobra.

[edit]

Thank's alot DiFool. I will check that.

[edit] Thank's again DiFool. But I have wacht 2 games of 30 minutes. And everything whas perfect. But what could occur in a map like that it is that since it is all slopes. It is possible that a bot start to behave stangely for a couples of segond's. But that there's nothing to do about that. The layout of the map cause that. Not the pathing. But it whas nice of you to point it out. Thank's again man.

Vertigo
06-19-2003 04:19 PM MDT
Rating: 3 
WTH?

Shao
06-21-2003 01:08 PM MDT
Rating: 5 
Yeah Whatever

sTAYAwaY
06-23-2003 10:40 AM MDT
Rating: 9 
good gameplay

bossman
06-24-2003 07:56 PM MDT
Rating: 10 
made me laugh

The_Real_Meneer_Aard
06-25-2003 09:35 AM MDT
Rating: 0 
compensation for (above) this map isnt worth more than a 3 (i played it, you know), but its impossible to give such a low rating to end it up right. maybe this will help. i implore all other users to do this too.


Seven of 69
06-27-2003 05:24 PM MDT
Rating: 7 
I did a lot of play testing on this map before it even had flags and pickups, so some history is in order. The map started out shaped like an 8 with curved staircases on either side of the bases. It looked pretty but the poly count was unbelievable so Dagny removed the curves and flattened the walls and floors. He paid great attention to detail so the map is balanced and it's nice to see generous amounts of pickups. There are some problems with bot pathing on the slopes, but it's a limitation of UT. With the open areas and wide corridors, this is possibly the least spammy map in existence. :-) The map cries out for snipers and telepunters. Even though most areas are open and easily accessible, there are still plenty of areas for cover. Game play is a little slow with 8 players but with 12+ players, it's good, and 16+ will keep everyone busy. BAM is a great effort for Dagny's first map. Like it or not, there's more to come. :-)

reddeth
02-06-2004 03:23 PM MST
Rating: 7 
Huge in size, ugly in look, but d@mn fun to play with 16+ and low grav.



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