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CTF-FacingNutcrackers 
Map Info


 
File Namectf-facingnutcrackers.zip
AuthorAl ZheimeR
GametypeUT Capture the Flag
Date Added04-14-2001
File Version1.00
File Size649 kb
Player CountUnknown
Map DescriptionNone
Review Rating5
User Rating5
Overall Rating5
NC2 map imported without screenshot.
 
Review


ReviewerTwrecksOverall Score: 5/10
DateNC2 04-25-2001

A scope and a box of bullets for a clone.

With out a doubt, the single most sniper friendly map I have ever played. CTF-FacingNutcrackers, or as in the readme "Facing Blockz" is a parody of Facing Worlds, only it isn't.

Let me explain, there are no 200ft tall german nutcrackers and the similarity to Face leaves you returning to the original face post haste.


As seen in the pic, the map consists of two really tall towers that can be scaled with a translocator, and three long bridges connecting the two bases, one above and two parallel routes that are on the same level as the flag. Inside the bases are T-Ports leading to the very Face like perches, and a set of added elevators connecting the upper and lower tiers of the Tri-shoot-me-in-the-head bridges. A campy platform over the Flag splits the evelator ride up and breaks the fall of an otherwise damaging fall if your in a rush getting down. Weapons are similarly located as in Face, and so is the spawn death player starts to the sides of the towers.


Gameplay consisted of ordering my bots to attack while I chalked up 133 headshots in an 4 vs 4 Godlike match. The long bridges made attack difficult as heath would get stripped by advancing minigun wielding opponents that respawned on the same vector as their death march. The over head route was plagued by the hail of rifle rounds and no cover, sure there's a Shield Belt if you make it half way, but is no defence against a projectile that enters the skull and exits the privates on its way to the ground. Bot pathing was adiquate for a brief spell, once holes in the sniper cover were found allowing for blissful scoping, and observation revealed predictable paths, the only thing left to do was rack up multikills and not run out of ammo.


Fun: I like sniping and running in straight lines.

Playability: Poly counts are signifantly higher than Facing Worlds.

Bots: Not enough distance view triggers to prevent camping.

Flow: The elevators were a nice addition.

Items: The Enforcers and ammo on the evevator platform appeared embedded in the floor, otherwise you know where to find everything already.

Theme: What Nutcrackers?

Architecture: Add a cube, subtract a cube, repeat.

Lighting: Ambient for the most part. A couple of markers with the right hue terminate the bridges.

Textures: Plain with good scale, selection and alignment. D-Minus on the edges seen on the green planet sheet.

Sound: Average use and stock music.


In reflecting on the rotating skybox maps I have played, It seems the big bright planet is the ambient light source. Yet, shadows do not move and the illusion is left incomplete. Just think if the sun shined unseen no matter what time of day it was, and even when there was no moon during the dead of night.

 
Map Comments


Al ZheimeR  
'DavidM qualit...' Herm, no . :) The green planet is a sun, in fact (a green sun, yes) . Well i could'nt make the shadows move (!) I suppose i shouldn't have made the skybox rotating . I'm french, not german . Nutcrackers because .. see the forum .

sextech Rating: 5 
Sweet lord 'o mighty! Nut Crackers = L33t 0wnage !

xan001 Rating: 10 
My eyes fell out of my ear.

Nilash
04-01-2003 08:56 AM MST
Rating: 4 
Good Face map. But it is geting boring after some time.

Czm21x
04-01-2003 07:26 PM MST
Rating: 4 
Just that name is enough to make me want to get some extra protection if you know what I mean.

Fodder McFly
04-01-2003 10:43 PM MST
Rating: 4 
Yet another Face map..... The rotating skybox got to me and it seemed a bit to easy to capture the enemy flag. It was easy to snipe and that was ok. It does get boring after a while though.



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