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AS-Islandhill | | Map Info |
| | File Name | as-islandhill.zip | Author | HOB | Gametype | UT Assault | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 565 kb | Player Count | 10-16 | Map Description | None | Review Rating | 4 | User Rating | 3 | Overall Rating | 4 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Unknown | Overall Score: | 4/10 | Date | NC2 05-27-2000 |
I really don't know what to say about this map . The readme file included states that it is impossible for the bots to go up the hill to the objective point BUT also Single Player ( Botmatch ) : Yes ..... ??!!! Confusing , eh ? But then again , a job is a job and I fired up the map ... wait , I'm getting ahead of myself here .
Let's see , AS-IslandHill is basically a mad scramble to a fort located atop a hill with the objectives being to destroy some controls located just within said fort . What would have been a very easy objective with the controls being at the end of the straight passage from the front door is cleverly masked by a piece of bullet-proof plexiglass . The map has a promising feel to it , but unfortunately it doesn't play as well as it sounds ... in fact , it doesn't play at all !
Reason ? The bots don't do anything , that's why ! Pathnoding is absolutely abysmal for the attackers , they don't know what to do ; and only mediocre for the defenders . I wanted to give up on the map at that moment but I persevered and lugged my system over to my friends house for a few LAN games . Even then , the map showed it's flaws with the most unforgivable flaw being that it is also almost impossible for human players to get up the hill !!! The steep road up is littered with jagged polygons which I assume is meant to resemble rocky outcrops . And it is this particular 'feature' which prevents one from moving ahead and one must be extremely lucky to actually find a way between the "rocks" ... all the while trying to escape sniper fire from above . Whew ! I may love challenges but I definitely do not like dying countless times being a sitting duck . Well , after 5 or so games , I finally gave up :P
I really wanted to like this map . The graphics and layout of the map is pretty catchy to the eye . The reddish looking sky looks very much in place with the map and i find myself fancying the close-knitted trees being placed just at the foot of the hill , it gives a nice 'jungle' effect of sorts . However , it also detracts from the gameplay because I've had my friends sniping my feet when I couldn't even get a glimpse at them . I still say it looks okay , which is why I gave it a much higher score for the graphics department compared to the overall score but playability definitely has to be revamped . The idea is there though as a short assault map and maybe through a little tweaking , it could be more properly executed in an updated version . |
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| | Map Comments |
| THE ]V[ATTerminator | Rating: 4 | | As I recall, this was one of the first handful of assault maps. All the author would of had to do is to use UnrealED's automatic node placing thingy bob.
| Bubb05 | Rating: 5 | | I actually thought this was kinda fun. The hill was a nice touch. It isn't too hard to get the hang of. Tt's another story for those lazy bots though. Actually one time a bot that was covering me followed me 3/4 the way up...unfortunately he got tired and just stood around after that. Perhaps if the creator were to remake this it would a lot better.
| {Linkin Park}Master 06-10-2003 03:26 PM MDT | Rating: 2 | | omg you have to play with at least two players on attacking team to impact boost your *** up the moutain
| SaMBoY 07-10-2004 03:43 AM MDT | Rating: 2.5 | | this map... was, well... "not very good" to say it lightly.. its a good idea, but maybe if u implamented the structure, and bot movement ect (and textures) a bit better you can improve an dget a higher rating
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