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CTF-TeslaValley 
Map Info


 
File Namectf-teslavalley.zip
Authorcraniumtech
GametypeUT2k3 Capture The Flag
Date Added12-23-2003
File Version1.00
File Size3.58 mb
Player Count4-10
Map DescriptionThis is my second map for UT 2003. It probably shows :P. Seriously though, I have 80-100 hours in it. The bases and sniper tower are custom meshes. The map has full bot support. The play is fast with many possible routes for capture and all the weapons are there. Its a bit heavy on the graphics and ive optimized it as best i know how. Others have found it fun and I hope you will too. Thanks for checking it out!
--cranium--
Review Rating4
User Rating --
Overall Rating4



 
Review


ReviewerTwrecksAwe Score: 1.5/3
Date02-16-2004Build Score: 1.0/3
Review SchemaCast Score: 1.5/3
User Point: 
Overall Score: 4/10

Nikola was deaf.
Or atleast it seams that way when you first spawn and hear... nothing. If you didn't pick a music track the menu music continues to blare its beat up charge, if you even have music turned on. The plain terrain and jumbled mesh heaps in the brown fog contrast the blue grey stock sky box in a bad way. Then particle lightning silently jumps from the spawn piles as a que the match has in fact started. Once under way, players and bots alike will stumble into the sewer pipes that cross the infield of the map. It is easy to snag yourself on the inside meshes and more than once bots of different minds on the same team created blockage that had to be cleared by an enemy flak cannon. Tesla maybe wouldn't be proud, but maybe Jack Stephen would.

Examing the map from the editor we find a useless placement of anti-portals around the edges of the map, and a few volumes that seam to lack the zone properties that might give them a location tag. There are physics volumes that'll burn you for some damage, yet I'd be surprised if you encounter them or can tell why for sure. Two custom meshes of dubious nature make up the flag base and next the verticle tower of the team structures. Integrating the sewer into the terrain was done nicely without any artifacts inside the pipes.

As far as capture the flag goes, attacking and returning to the enemy base through your spawn structure was the way to go, giving you a few caps up on the bots. Having so many weapon bases inside the pipes was odd and only a limited amount of ammo was found in pairs. Authors should try to rotate one so they don't appear so much like duplicates. There were a few spots bots got caught and players snagged, unscalable terrain mid-map was the most discouraging. Really, a better attempt to mark traffic should be made when using terrain. Dispite the extended use of higher AI, bots still seemed stupid. I'm pretty sure the AI is not complete and the advanced properties reviewed seperately.

All-in-all, the concept was sorta realized. The lack of ambient sounds the biggest fault. If the tunnels had been bigger to allow two way flow and the fog and terrain tweaked to blend better with the sky box, this map would score higher. Oh yea, add a music track.





 
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