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CTF-MagicTower 
Map Info


 
File Namectf-magictower.zip
AuthorLouise
GametypeUT Capture the Flag
Date Added08-15-2003
File Version1.00
File Size3.87 mb
Player Count12-16
Map DescriptionIt is my first map. The light's suck. The texture could be a lot better. But it play damn nice. When you go in that green light. You become invisible. I din't whant the bots, to go there to oftend. I hope that you will enjoy! Cobra.
Review Rating --
User Rating4
Overall Rating --

 
Review


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Map Comments


bladeruner
08-18-2003 03:28 AM MDT
Rating: 3 
Not bad for first map, but... Bots are ok, that green stuff is really not necessary, and look ugly (my opinon) bcause is to big. Make it smaller.Also some of textures repeat and repeat ... For my taste
gameplay is to linear. Some colors are to sharp, some to pale. You really don't need those Pillars layin round.
This map is for over 10 players, and than is interesting...
But hey!!! First map!!!Loise go ahead, next one will be better.

kingmango
08-30-2003 05:40 PM MDT
Rating: 6 
My unsolicited opinions:

8)

This is a first map. I don't know how may of you map, but this is a solid first entry. To cast a critical eye on it, here are my impressions. Lighting needs some work, but not too bad if you adjust the gamma in game. I will get to that later.

AI is very good on this map. I spec'd and followed a couple of bots around. They go get everything, and what is really cool they use multiple routes to get to and from the flag. If they come in one way, you can bet they will go out another. AI gets a 10.

Architecturally, I like the pillars scattered about. They lend cover and break up the open middle space. One thing that might improve them is to make sure they are all supported. Some of them are partially embedded in the ground and skewed, but are not propped up by anything. The texturing could use some variety, but even some more subtle lighting could fix this. The whole level could benifit from additional trim work. Lips along the edges of the walkways, and around the edges of the tower platforms. Also some more detail to the floor in the central "atrium" would help break up the scenery a bit. The concept is solid, but as a beginner, could benefit from some embellishments. I might make the perimeter wall accessible, as the walkways and tower are the only source of z in this level. Perhaps intermittent abbutments with a slope dodge getting you to the top of the wall? The lower subterranean route could use some pillars around the wall perimeter, and some sort of concentric inlay in the floor and/or ceiling. Additional access from either side would be nice also. I might also consider adding a raised structure at each end to enhance sniper opportunity. I like the fact that the flag platforms are not identical. For the route/flow aspect of architecture, I give a 6 and for aesthetics, I give a 4.

Item placement is good, though I would like to see some more ammo on the ground in the central area. With a map like this, you could even abandon the traditional "weapon+ammo+ammo" placement style, and scatter the ammunition more evenly throughout the map. The Keg o' Health respawns a bit fast for my taste. But then, item placement is my weakest point as a mapper so I should just zip it. 8) Gets a 5.

The skybox is unique and has some sort of cool looking brown panning cloud that at first looks like some sort of flock of alien creatures rising for their night feeding. There is also a swirling red planet adding to the fact that some thought and effort has gone into making this skybox unique. There are various other brushes acting as stars which further set it apart from the typically ordinary skybox's in UT. The only thing I would change about it is the application of it to the playing area. Skybox gets an 6, and would have been higher but the author sort of leaves you hanging on the underutilization of the concepts, leaving you sure that more could have been done.

As for the lighting, I would employ more lights, with smaller radius settings to reduce the glare effect. Adding some more color might not be a bad idea either. I might add torches to certain areas and make the floors and walls high shadow detail to help make things a bit more interesting. Also a big no-no, is there are not light sources. I suppose we are intended to assume the lava is what provides the light...??? If so it could be a bit more orange/red. Hmmm, lighting scores a 2.5...

I am sure this review makes me sound very full of myself and that I think I must be an 1337 mapper. Well that is not the case. I know what concepts and approaches enhance a map, but the hardest part is putting those together into something fun AND visually pleasing. It sure as heck ain't easy, but if this is any indication of things to come, you are on the right track and I encourage you to continue. This shows a lot of potential and I look forward to seeing how you develop it.

King Mango

superkag
11-18-2003 09:48 PM MST
Rating: 10 
...yeah.

XepptizZ
07-24-2004 06:54 PM MDT
Rating: 3 
NO texturing, no lightsources, bland lighting. This isn't a good map. It's also an old map so I'll shut up.

quillion
07-24-2004 11:21 PM MDT
Rating: 2.5 
Same X said.



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