|
|
|
|
|
|
|
|
CTF-DagnysBigAssMap | | Map Info |
| | File Name | ctf-dagnysbigassmap.zip | Author | DagnyTaggart | Gametype | UT Capture the Flag | Date Added | 06-18-2003 | File Version | 1.00 | File Size | 500 kb | Player Count | 12-16 | Map Description | Note--this map has been superceded by CTF-DagnysBigAssMapV2, which is a radically improved version that has played in 5-on-5 clanner style pick-up-game matches.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 Rating | 6 | Overall Rating | -- |
|
| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | 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.
|
|
|
|
|
|
|
|
|
|