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CTF-Z1Snake4 | | Map Info |
| | File Name | ctf-z1snake4.zip | Author | Mattintosh | Gametype | UT Capture the Flag | Date Added | 06-10-2004 | File Version | 1.00 | File Size | 1.04 mb | Player Count | 32 | Map Description | None | Review Rating | -- | User Rating | 0 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| Zygar 06-10-2004 03:01 PM MDT | Rating: 0 | | 1MB for THAT? What a pile of...
| Mattintosh 06-11-2004 02:34 PM MDT | | Most of that 1MB is the music. The contents of DigSh.umx wrapped up in the myLevel package is about 600k by itself.
Too bad I never got to the other 5 maps in the series. I started over with UT2k3, but lost interest. Maybe someday the world will see the monstrosity that is CTF-Z1Moon2-2004. 8 megs and no music yet. And some terrain inside a building. Live in fear.
Edit: Heh. Of *course* the rooms are all the same size. It's a Zelda map. All the rooms in Zelda were 12x7. That makes all the rooms in this map 1536x896 (1 tile = 128 UU). And the floorplans (pillars, the fence, statues, the maze, even the water) are all identical to the 4th (Snake) dungeon from Zelda.
And as for the texturing, well, at least I stuck to a single texture style.
The many ways the rooms "suck" are based on the traps in the rooms of the original Zelda dungeons. The arrows are where there were "traps", some spiky things that slam together on you. I actually made those for another map. The dead-end maze was just a side room with a treasure, so I linked it to another side room with that courtyard area. It provided another path to the flag. As for bots, I tried for AGES to get them to use that path. They refused.
Thanks for the "unique" thing. :)
On a side note, this map is about 2 years old now. I finished it in June 2002.
| zzeta 06-10-2004 06:44 PM MDT | Rating: 0 | | GET THIS SHIT OUTA NC RIGHT NOW!
TOTAL 0
my granny edit better than that whiout error
| John DiFool 06-10-2004 08:01 PM MDT | Rating: 1 | | For those who are wondering exactly how badly this sucks:
You have a number of interconnecting rectangular rooms, identical in size, all with an awful green and white tiled floor. Each room sucks in its own particular way:
One room shoots arrows at you... Another has a dead-end maze... Another has a good old fashioned three-post wooden fence (keep in mind this is an indoor arena)...
You get the idea.
And there's an inexplicable upper level, reachable by lame moving platforms, which the bots don't know how to use.
There's maps that suck in the usual normal ways, and then there's maps which suck in their own unique way. One point for that I guess...
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