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CTF-Chrystal 
Map Info


 
File Namectf-chrystal.zip
AuthorNahand
GametypeUT Capture the Flag
Date Added05-22-2004
File Version1.00
File Size491 kb
Player Count2-8
Map DescriptionThis map is a joke about Anda/Thorn -like maps and their iGiB would-be mappers.
It started because of this thread

http://forums.beyondunreal.com/showthread.php?t=134773

You are free to mock this 2-afternoon-made map all you want. Enjoy :p
Review Rating3.5
User Rating6
Overall Rating4.5



 
Review


ReviewerFriezaAwe Score: 1.0/3
Date06-28-2004Build Score: 1.5/3
Review SchemaCast Score: 1.0/3
User Point: +1
Overall Score: 4.5/10

First of all I want to apoligize for being such a lousy reviewer, but the past month I’ve been very busy with a singleplayer pack for UT99 called Déjà Vu – Gryphon Revisited v2.0 which should hopefully be released today. [shamelessadvertisingmode]Keep an eye on http://www.unrealsp.org for the latest news[/shamelessadvertisingmode] :)

Well, I suppose the author of CTF-Chrystal (Our very own Nahand!) wouldn’t appreciate it if I keep rambling on about what I’ve been up to lately so I’d better get down to business.

CTF-Chrystal is a map that, at it’s core, is basically a beefed up version of CTF-Anda.
Nahand states in his readme: “This all started with a thread at NaliCity forums, where -yet- another iGiB-anda-like map was to be released. Being a 'little' tired of iGiB maps being *usually* a box-room, I decided to map this to try and show people that /even/ an iGiB map can have some sort of basic structure to it, making it somewhat enjoyable (though limiting). Me NOT being an iGiB player, i took this task as a 'gag' - even the texture use is out of my personal taste :D. Enjoy it, or hate it, but take it always lightly. ;) “
Well I suppose I’m going to have to take that as an excuse for this rather so-so map ;)

The architecture of the map is rather cubical. It’s all very mediocre looking, but in comparison with CTF-Anda it’s a huge improvement naturally. I was surprised how even with the relatively basic shapes Nahand still managed to produce BSP bugs, nothing to eye-catching though.The texturing was very bland, if I had to guess how many different textures were used for the basic structure (Not counting the crates), I’d say less then 7. 2 different wall textures, a floor texture, a ceiling texture, a base texture, a fan texture and a light texture. Then ofcourse I might be wrong. But bland texturing doesn’t necessarily need to be a con. If the lighting manages to create a diverse looking map then there’s no problem at all. However… (Fill in negative comment about bland lighting, consisting only of 2 colors, namely white and yellow, here).

Gameplay then, not very similar to CTF-Anda (Thank god!), but not very interesting either.
I just don’t get why people enjoy these small maps. Especially when playing this 1v1, because the situation you usually get is this: You pick up the enemy flag, and at about the same time, the enemy picks up your flag. Either a or b happens: a.) You meet eachother in the middle of the map, and whoever frags the other has a guaranteed flagcapture, or b.) You both take a different way, not meeting eachother. You are then in your base, waiting for the opponent to attack you (Which he won’t do). Eventually you’re going to charge him because you need to capture the enemy flag and return your own. Then the same situation as described in a.) happens again. It’s just a vicious circle! Luckily, recommended player count goes up to 8 and this results in a far better match.
The botplay is reasonable. They do capture flags, but if you play with just 1 bot he’ll ALWAYS take the same route to your flag. Even with 7 bots in they’ll rarely take any other route then the one straight in the middle.
Chrystal features the RL, FK and SR as only weapons. This is slightly overkill as they are the 3 strongest weapons ingame. The SR is even featured 4 times! Why? It’s already such a small map. Pro though is that it insures a constant supply of ammo. The health is scarce but it’s not like you need it much in thsi type of map.
Z-Axis is almost non-existent, but Anda had none aswell, so it’s only logical. I wasn’t too fond of the dead-end SR rooms either.

Apart from a fan sound the map is dead silent. Maybe some hums from the lights here and there would be nice. And to make the whole soundscape more diverse, more places where you could possibly put in sounds should have been created.
Music is standard UT stuff, but it fits well enough. Though I’m getting tired listening to the same old song over and over.

Conclusion: Oh well, I suppose this all sounds very negative, but Nahand said to take it lightly and I shall. Because I feel he can produce much better maps then this. He set out to create a better Anda-styled map and he did achieve that goal a hundred percent. Only problem is that every newbie mapper that creates more then a cube with a cylindrical T in it has achieved it aswell. It’s not really worthwhile to play this map, unless you like Anda a lot. Sorry Nahand ;)

Awe: 1.0
Build: 1.5
Cast: 1.0





 
Map Comments


Manticore
05-23-2004 02:08 AM MDT
Rating: 4 
Punchline: You know you get it........

volkov
05-23-2004 06:40 PM MDT
Rating: 7 
Nice ctf map. perfect for InstaGibers and the AgentX mod

Nahand
06-28-2004 04:22 PM MDT
 
... hehehe... but... BOTs *did* take all routes and mix-match them. I used Masterful as default BOTskill... wtf??!?!?

Frieza
06-29-2004 02:12 AM MDT
 
Meh, my experience with 1 bot told otherwise. Sorry then :P



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