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CTF-Tribute2Guk | | Map Info |
| | File Name | ctf-tributetoguk.zip | Author | [CSi]Si-Borg | Gametype | UT2k4 Capture The Flag | Date Added | 04-21-2004 | File Version | 1.10 | File Size | 4.68 mb | Player Count | 4-16 | Map Description | This map is inspired by the various dungeons of Guk from the MMORPG Everquest. The dungeons are dark, damp and in some areas cramped or very wide open. For the most part this map has exactly the same feel.
I am releasing a DM/TDM version of this same map soon which will be slightly larger and have a bit more room to frag in.
V1.1 uploaded 04/16/04 Fixes include missing corpses should now appear normaly on death, several random holes in terrain, added / moved some ammo, more spawn points outside the base to make charging the enemy base slightly safer. | Review Rating | -- | User Rating | 7 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| [GTO]Si-Borg 04-16-2004 08:00 PM MDT | | This is my second attempt at a UT2004 map and the second map I have made in a LONG time. It has a few tweaks that need fixing that I am already aware of. It plays very smooth on my system but feel free to report any slowdown areas so i can tweak them out for an update soon.
This map is based on my "vision" of the dungeons of Guk from Everquest. (Specificly the Guk dungeons from Lost Dungeons of Norrath expansion.) Although it doesnt resemble it in any way, the map was inspired by Guk thus the name Tribute to Guk.
Edit: New version updated... Keep your eyes open for the Deathmatch version of this map with added content and more deadly weapons.
| sandorski 04-11-2004 01:50 AM MDT | Rating: 6 | | I like it, but have no knowledge of the maps reference. ;)
I assume the glitches you are working on are the invisible wall glitches. I only found 2, 1 near Red Flag(entrance of bridge) and another on the Blue side of the map, but far from the flag.
| D-7 04-30-2004 05:48 AM MDT | Rating: 8 | | Very nice one!!! Problems: -FPS eater! -you have to jump to that wooden ramp in the red base, cause running will be blocked when terrain ends. -red base (red territory) needs red crystals! -water surface needs to be more visible, sometimes i get caught, while trying to get out of it. -weapon placement needs tweaking -it's kinda difficult to attack, since there's only one way into the base, and every defender I frag, spaws next to the flag, so right in front of me. This means: better spawnpoints are needed! (Not ONLY flagroom). This could fix the weaponplacement problem, too. I give it a 7.5, since I like it very much despite the problems of, hopefully you'll release a revision! (DM won't work IMO here, since this is a straight CTF layout)
EDIT: Oh, I may have played the 1.0 version, from UP. Nevermind.
Edit#2: Now I have 1.1. Not much better, though... More problems: -Red base has cover, blue not. -The more I play it, the more I feel that weapon and item placement is a disaster. Spawning points too. There are no weapons in the base, just ammo. So you spawn in the base, with no weapons, and have to defent with assault riffles. -The rocketlauncher room's entrance blocks walking, I have to jump. That should be smoothened. The same goes to the red base, when running on the woods, I still get hold. And the walls should have proper emmm... how are they called? blocking volumes? collision? sry, I'm not a mapper. So that you can strafe along the walls without getting stuck. -It should be get out of the water more easy. I sometimes get stuck there.
BTW: I started a thread here: http://www.ataricommunity.com/forums/showthread.php?s=&threadid=376577
| Elric 11-18-2004 10:32 AM MST | | I am not rating this map at this time. For me it has some extremly serious issues, Those previously mentioned and yes it is a serious FPS eater. Yes this is version 1.1
Being a Mac User and Epic not releasing Mac versions of the tools yet it makes it difficult to say where the issues really are. About the best this did for me in average FPS was about 18 with current running in the single digits most of the time. Zoning, Anti Portals, Occuluding, Lowering Detail Rendering at distance are some terms that help with FPS that come to mind immediatly. Has this been done with this map and done properly?
Before anyone says oh Mac - can't run this game anyway. I was just in CTF-Twosretrock][ - for a FPS Check for running on our group's server- running from just below 90 to over 190 in most areas so don't say its my machine. Now to me that is fast. I would be satisfied if this map could run in the High Yellow to Green everywhere.
The author did not leave an email address in the read me and the Web Page seems to be a useless way of contact as it is for cars not him or mapping etc. Mappers please ensure that proper contact info is available in your read me. Belive me it could stop a lot of comments on your work that get to the public view that perhaps should be kept private for the time being.
I would be more than happy to work with the author privatly to resolve some of the problems with this map, but I do need an address and a willing mapper that wants to do it right. How about it? My email is available here at Nali City,
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