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CTF-Strelm Compound | | Map Info |
| | File Name | ctf-strelm.zip | Author | ziadoz | Gametype | UT Capture the Flag | Date Added | 08-09-2003 | File Version | 1.00 | File Size | 2.98 mb | Player Count | 4-12 | Map Description | Strelm Compound is a large CTF map set high up in the mountains in 2 facing buildings. The theme is industrial inside both buildings (symmetrical) and there is a wide outdoor area seperating them both, there are sniper spots and a tower in the middle to add to the challenge. Enjoy! | Review Rating | 7 | User Rating | 7 | Overall Rating | 7 |
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| | | Review |
| Reviewer | AMmayhem | Awe Score: | 2.5/3 | Date | 09-17-2003 | Build Score: | 2.5/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | 0 | Overall Score: | 7/10 |
AWE: 2.5 The architecture reminds me of Hourences' work, especially CTF-Raid. A lot of nice trim work, great looking light sources, ceiling supports, and angles. Even the columns under the lifts look great. None of the floors, walls, or ceiling are completely flat, there is something that breaks it up.
Lighting is great for the most part. But as you can see in the third pic on the right, that the author forgot to get every light changed to blue for the blue base. There are a couple halls, with a mix of blue and red lights. (D'OH!)
Texturing is almost perfect, aside from some small mis-alignments, and a few spots that could use bright corners on or off. Nothing you would really notice while playing. Plus, there in the second pic, there is a red base texture on the column in the blue base.
BUILD: 2.5 Brush-work looks great, and the movers work excellently. There is zoning, with location tags as well. Plenty of ambient sound actors, but they are mostly slow fans, wind, and a couple liquid sounds. Could have used more outdoor sounds, along with a few other mechanical hums too.
CAST: 2 Be ready for some long matches here. The bots defend their base rather well, and most of the fighting tends to take place on the blue side of the neutral territory. Bots get around almost everywhere, especially outside, where I found out in the editor there are pathnodes everywhere outside, all evenly spaced apart too. That many pathnodes is not necessary at all, but at least the bots do get everywhere. I didn't notice that the map played any slower, so it may not be all that bad.
As for the bots getting to all the items, I noticed they did not go for the Keg-of-health, and they also tried to get to the shield belt, but were never successful. Which leads me to item placement, which is ok, but most of the favored weapons are in the central part of the base. They should be spread out more to promote usage of other paths, which the bots did use, I just found myself not using them really.
SCORE: 7 An excellent effort from the author. If you are looking for a more classical UT themed map, than this is a great pick. |
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| | Map Comments |
| MAP FREAK!!#$%^$%*^*( 08-13-2003 09:57 PM MDT | Rating: 10 | | looks good.plays well.no !!@$%$$%^^>
| Nahand 09-17-2003 01:59 PM MDT | Rating: 4 | | I hate when people do CTF maps with somewhat decent bases (read somewhat) and ruin the rest of the map with a flat, boring, ultimately no-gameplay mid-area. This is the case. Since harddrive space is precious, i'll tell you there are better things around.
| theBAMNman 09-17-2003 07:04 PM MDT | Rating: 6 | | Great visuals but not so great gameplay. The compounds themselves are great (except that middle room is a bit too big for my tastes), but, as Nahand said, the middle area is not. It's just big, flat, open space and it really knocks the gameplay down a couple notches. IMO, don't just go for the supposedly classic two-sniper-tower setup unless you can add a new twist to it because that got old a long time ago.
| AMmayhem 09-17-2003 09:14 PM MDT | Rating: 7 | | I've had an awefull lot of borderline maps lately, it's been driving me nuts. The middle area is rather open, but there are still multiple options for getting into the bases.
It's still up to the comments for the last point for the score.
| EvilSwanky 09-18-2003 04:13 AM MDT | Rating: 7 | | Sometimes too open... bots are extrem agressive in the flag room... it's hard to get the flag. But still nice style and some good ideas like the tower in the middle of the map.
| Shao 09-18-2003 07:15 PM MDT | Rating: 7 | | hey is good you guys know that?
| Tomlord 09-27-2003 04:24 AM MDT | Rating: 9 | | Go dude go! We need more maps good like this. Cool map like Hydro or Bollwerk. Very nice bases very nice map very nice rating.
| Razor 09-28-2003 11:51 AM MDT | Rating: 6 | | A Good looking map, with good lighting and good textures choice.the gameplay wasnt that good and it wasnt that tough to win. Good map with below average gameplay
| bubbathefool 10-01-2003 05:32 PM MDT | Rating: 8 | | Nice map. We ran it on the WOPRNYC server last night and it was enjoyed. My only comment...a player count of 4-12, as the author claims, seems unreal (no pun intended). This is a big map.
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