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CTF-Cooperative Production 
Map Info


 
File Namectf-cooperative.zip
AuthorMonnick
GametypeUT Capture the Flag
Date Added09-05-2003
File Version1.00
File Size1.81 mb
Player Count10-14
Map DescriptionNone
Review Rating --
User Rating7
Overall Rating --

 
Review


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Map Comments


Shao
09-05-2003 06:48 PM MDT
Rating: 9 
dl it Before you hit a Chainsaw in your head!!

Reciprocity
10-15-2003 09:27 PM MDT
Rating: 7 
Okay what do we got here...CTF-Coop Production, well whatever it is, it can't possibly be worse then Connectivity...
Hmm...not bad. C.P. is a nice level with it's share of faults, though small in number.
First of all, let's get a mental picture of the map. Imagine, if you will, a base with two paths branching out from the flag. It has a teleporter to take you to the sniper perch, a wide variety of weapons and a breach difficulty worthy of the most avid players. In the middle it has a 'Keg and a shield belt placed on adjacent sides of a rock formation in the middle of sand dunes. It think that about gets all of it.
When you start playing this map, the first thing you'll notice is how bright it is. It's too damned bright and the light seems to be coming from nowhere most of the time. I also noticed that the weapons were kinda bluish when I picked them up...strange.
Alright how does it play you ask? It performed wonderfully. I noticed that the bots tended to be a little more defensive than offensive. When you get into the blue base you'll notice two stair cases leading down into the same room. Now, if there isn't already some guys where you are now, about all of them are gonna come out just to cut you and your party off. Very challenging. I spent 15 min. of my first cap. While some may find this too challenging, I find it delightful and a great use of botpathing. You need to use your strategy skills to get past them all.
While the weapons are needed to accomplish this goal, there's an over abundance of what you need. All the weapons are paired with three units of ammo. This a little much. The only spreading of the ammo that I observed was a rifle round and a rocket pack by a pulse gun. I'd like to see some Biorifle ammo here and some pulse ammo there and all the ammo scattered but please PLEASE put at least two ammo units near your weapons. That's a major plus for me.
The rest is just some random shield items scattered about, health vails galore and of course, the overbright lighting.
Author, we don't need to see everything. Create some dark corners,do it the teams respective colors and make the lighting mysterious and obscure, save the brightness for the outdoors.(Make it nighttime outside, man, that would really help your lighting problem).
Overall, this bright little map plays well and is well worth your drive space. Consider the tweaks mentioned above and may bump it up to a nine.
EDIT: Hah! I feel stupid. Build the lighting. I agree Bamn, the map looks much better with the lighting built. Lighting or no lighting, the seven stays.

theBAMNman
09-05-2003 11:10 PM MDT
Rating: 5 
The uber-brightness isn't intentional. The authors forgot to rebuild the lighting before they submitted. I recommend the authors just build the lighting and update the map on NC3. Until they do, downloaders just have to build the lighting themselves.

With the lighting, the map has good visuals. It's an interesting idea to make a joint ctf where one author does one base and the other does the other base. We can tell which author knows how to do visuals well ;) But gameplay! The bases are just too long and make capturing impractical. Also, the overabundance of items is not only lame but also really stalls the bots. And the good ol' sniper towers can't be put to much good use because the bots are so defensive, and even the ones that are supposedly attacking take a long time getting out of the base because they round up all the items in their view. So nice visuals but lacking in gameplay.



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