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CTF-ChinaSyndrome | | Map Info |
| | File Name | ctf-chinasyndrome.zip | Author | The_Guru | Gametype | UT2k3 Capture The Flag | Date Added | 09-29-2003 | File Version | 1.00 | File Size | 4.71 mb | Player Count | 16 | Map Description | This is a large map set in an abandoned nuclear power plant. There are three main floors, and the flags can be accessed from each one. For those of you who play on defense you've got your work cut out for you as the flag rooms can be accessed from a main hallway, a right path which leads to the second floor of the flag room, and through the basement which is a kind of back door path. The main hall is probably the quickest route,but the deadliest while the basement is the longest route but is usually less busy. Last, players should note that because of the size of the map, the more players you have the better it will play, and that teamwork along with good communication is very helpful. | Review Rating | -- | User Rating | 7 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| chankie 09-29-2003 01:53 PM MDT | Rating: 6 | | Why is that I feel so many maps I try lately should run faster than they do?
Maybe my system is getting out of date--actually I know it is--but I don't think that would explain all of the phenomena. Most maps play fine on my machine, but there are some that seem like they should run just as well based on size and layout and don't.
Anyway, I really enjoy the theme and layout of this map. It is coherent thematically, and well designed visually.
The gameplay is interesting as well. It has good flow: enough complexity to lend variety to gameplay without seeming convoluted or unnatural.
However, like some other maps I've played lately, this map seems like it could be optimized a bit more. It's definitely playable, but I kept feeling as if it was slowing down unecessarily, as if the map could run more smoothly.
My biggest issue with gameplay was the area around the flags. The flags seemed a bit too easy to defend. They basically are in a room lined with walkways; the flags are in the center, on the floor, completely surrounded by goo. I found when I was playing the map that it was difficult enough to get into the room, but that taking the flag was nearly impossible, especially given that you had to jump over a moat of goo.
Maybe if the goo wasn't there the map would be too easy, but it seemed to me that the map could be made more enjoyable if there was at least one set of alternative exit and entrances. I did enjoy the moat of goo idea, but felt that it wasn't quite right--that the moat should be slightly smaller, or that there should be some other avenue of entrance and exit.
Overall, though, a good map that I might enjoy more if it were optimized a bit.
| The_Guru 09-29-2003 05:02 PM MDT | | Thanks Chankie for the detailed thoughts on the map. Unfortunately, I don't know how I could have optimized the map any further. The framerates are not sky high, but they were almost always 40+ for me. I always put in the readme my system specs and whether or not the framerates were acceptable on my system. I have a P4 2.53GHz, 512MB RAM, GF4 Ti4200 turbo. If your computer is slower than this I would think that your framerates would be proportionately lower.
As far as the defense of the flag goes, I think it goes both ways. The defenders have the goo to their advantage but the attackers have an advantage due to the fact that they can mount attacks from several directions. I made the map large and I designed the flag rooms that way to promote teamwork and coordinated attacks during online play.
Thanks once again for the comments. :)
| wing][dings 09-30-2003 09:46 PM MDT | Rating: 7 | | i'm d/l this map right now, the pics look alright.
"I have a P4 2.53GHz, 512MB RAM, GF4 Ti4200 turbo" and u only get above 40fps?!?!?!?! i have a geforce2ti and i get over 60fps
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