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CTF-SwaVo][ | | Map Info |
| | File Name | ctf-swavo][_v1.1.zip | Author | EvilSwanky | Gametype | UT Capture the Flag | Date Added | 05-11-2004 | File Version | 1.10 | File Size | 4.27 mb | Player Count | 14-16 | Map Description | Version 1.1 of CTF-SwaVo][ A big texture bug has been corrected, as well as some really small changes in bot pathing had been made... Again have fun, Swanky | Review Rating | 6 | User Rating | 7 | Overall Rating | 7.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 2.5/3 | Date | 05-13-2004 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 7.0/10 |
Good map marred by Playability issues.
First thing I noticed about this map was how good the architecture was. Nothing terribly original, but the way it was all setup was cool. The place is set in one of those strange factory type places that, for some reason, process lots of magma or hot red liquids inside protected wall spaces while the rest of the facility exists for a bunch of people clad in red or blue armor to kill each other. I have no problem with rehashed themes as long as they look exceptional, and this place does look pretty solid. Lighting is done satisfactory, ribbed walls, fenced off pipes, encompassing ceiling conduits, bricked walls with arched pillars, and trim make the place look organized and thick with presence. Exterior construction looks interesting and industrial in that Neo-future sense. The Skybox was nicely done, though you really can’t see it in-game. I wish more was put into making the location seem more interactive though, the author definitely could have risked making the parts of the map you walk around in seem like they were part of the active industry all around it. But oh well, what we get is an average theme with some swift above average looks.
Gameplay is nice too, the layout zig-zags up and around itself to formulate a playing field with lots of paths. Not the most intricate, but the symmetrical design does provide a good romp. The suggested player-load fills the place smoothly, and bots know their stuff. Item placement is on par, though a few times I would find myself spawning without any visible pick-ups nearby. My only real complaint is the playability of the place. It wasn’t so bad for me, but there were moments when my screen turned into a slideshow all of a sudden. I played several games and the same thing occurred. Dunno what the deal is, but my comp can handle anything UT2K3 and 4 could dish out so this shouldn’t be happening so often. I suspect people with slower rigs than myself are gonna get annoyed real fast and probably not bother to play this one online. Really sucks, the map is good stuff aside from this one problem, and it is a big one. If the author can somehow make a fix that gets rid of the ridiculous slideshow effect than I’d give this map a more fitting grade. The technical design of the place doesn’t seem complicated enough to cause such a mess, so what gives?
The Prophet’s Verdict: A would be solid CTF map except for sucky playability. If you’re powered by NASA, maybe you’ll have better luck, otherwise this is gonna turn a lot of folks off. All the nice looks and attention to gameplay add up to nothing if you can’t even enjoy a game.
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| | Map Comments |
| XepptizZ 05-14-2004 04:38 PM MDT | Rating: 7 | | It's a 7.5 but an 8 looks to high. I liked the archi and the way almost every inch had something to fill it up and still looks real. But it's another industrial-style map. A 7.5 for the semi-refreshing style. by the way, there is a road intentionally blocked by boxes but I can still get behind them by T-locating.
EDIT: Revelation, you do need to request the review. Otherwise it's just dirty politics.
| Manticore 05-14-2004 02:26 AM MDT | Rating: 8 | | Still evil CTF............
| EvilSwanky 05-15-2004 04:42 AM MDT | | Thanks for the fast review and comments :) I only owe an old 650er with 192MB ram, and the map runs smooth, though some places have a polycount above 500 - I try to correct those playability issues if I can, and if I am in the mood of waiting about 20 minutes for rendering the scenario :/ I know a problem that comes along with zoning, when I try to render a zoneportal in lower red base court, I get a really huge HoM effect...
Ironblayde - Rev is a well known AS author at UEd.info/de, but this is his first map here... so you can expect better things than the usual stuff. I also thought about becoming reviewer... I also got the maps, but time still lacks me - I need more, much more...
| Revelation 05-14-2004 06:14 PM MDT | Rating: 7 | | Hm, don't know what to complain about Playability... On my machine (2,6 GHz / 512 MB RAM), there's absolutely NO problem about that! Is it possible that your (Prophet) GC doesn't like Detail-Texes or something!? Anyway, quite a good Map, although I liked SwaVo1 more. But, as known from Swanky, recommended download! ;)
Only thing I don't understand: Why do some new UT1-Maps get a Review immediatelly, and others which are a bit older (like my last one: http://nalicity.beyondunreal.com/map_hub.php?mid=6823), don't?!
Edit: THX @Ironblayde! Good to know. ;)
| Ironblayde 05-14-2004 05:49 PM MDT | | Revelation: The order in which we review maps is based on a number of factors, not just the order in which they were requested. For one, SwaVo][ was requested directly to Mister_Prophet whereas your request was a general one. Like most (all?) of the reviewers, I'm sure Prophet gives precedence to those requested specifically to him, and within that set of requests, what order he reviews them in is pretty much his prerogative. Precedence also goes to those maps for which reviews have been requested multiple times, and usually to those done by known authors like Swanky since we're interested to see what they've been up to. Finally, some reviewers prefer certain game types. For instance, I'll often review a DOM map even if there are a bunch of DMs ahead of it. There are hundreds of maps in our review queue right now, and although we do try to grab up old ones when we can, there's really no telling what order they'll get done in.
That said, though, you can expect to see a review of your map within the next two or three days. :)
| Mister_Prophet 05-15-2004 12:49 AM MDT | | I've played the map a few times since my review, and for the most part I've isolated the slide show effect to one particular area, the inner area right near the entrance to the roads by the bases. I don't know why this happens for me, perhaps it really is a zoning situation. It kills me too, cus I really really liked this map aside from this one thing.
| Derdak2rot 09-27-2004 02:41 PM MDT | Rating: 6 | | This is a good map but have some minor problems first , the screenshot in menu is bad compressed (it looks crappy ). In the map, the layout and the gameplay is good but some pick-ups ( med packs ) are not aligned with the floor . for the architecture , nothing to say , just i don't like the mover beside the flag .. and i find some sheets in wall which have no collision hull. thats because i rate a 6
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