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CTF-SteepValley 
Map Info


 
File Namectf-steepvalley.zip
AuthorXtrife
GametypeUT Capture the Flag
Date Added07-10-2004
File Version1.00
File Size611 kb
Player Count2-8
Map DescriptionNone
Review Rating --
User Rating4
Overall Rating --

 
Review


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Map Comments


Frisket
07-10-2004 04:57 PM MDT
Rating: 6 
A good starting map for a new mapper. I think you have potential as a mapper, but you should try to make the player feel like he/she is actually in it, i.e. make the level to scale and add more eye candy. I don't think you need any help with the bot pathing, since I didn't see any problems. One last thing you could do would be to resize the textures to fit the level and make it feel more intimate. You're off to a good start, Xtrife.

quillion
07-10-2004 07:31 PM MDT
Rating: 2.5 
the only thing i liked about this map is the jump pad
Architecture and thats it. layout is okish but tbh here, i hate those textures and the shape of the brushes. If this is a 1st map then good on you for it, but like all our work, we must get better.
HF with it;)

GTD-Carthage
07-11-2004 01:35 AM MDT
Rating: 4 
Nice map for a new mapper although the textures don't fit together and the lights are to generic. But at least there are jump-pads!

Xtrife
07-11-2004 07:59 AM MDT
 
thanks for the comments :).. and i will work on picking my textures and lighting better.. :)

ChromeBallz
07-11-2004 05:22 PM MDT
Rating: 1.5 
- Texture and lighting are very, very basic.

- Architecture is also very, very basic.

- If you need a scuba gear for the udnerwater passage, it's too long. It just slows down the flow too much, and you'll just be an easy taget for whoever awaits you at the exit.

- The middle part is way too open. Since the spawning happens here almost all the time, right next to miniguns/flak cannons and rocket launchers, the level will be too spammy too much of the time, making capturing all but impossible. The shieldbelt and megahealth are woth nothng since it takes a much longer time to get them than it takes to shoo the protection away they give, since the miniguns are so close.

Make the water a lot more accessable, not so deep, and make the passages shorter. Also link them with passages instead of teleporters to discourage campers and increase the flow and logic. In any case, reduce the time you have to be in the water.

Where is the sniper in this level? It would mean a huge decrease in spam.

Make a few more rooms at both of the flags. Spam makes it way too easy to defend/attack.

Use the power of the computers nowadays. More detailed architecture would be nice. Decrease the lighting and add sources from which the light comes. This adds to the mood (it's night in the skybox, but the map looks as if it's day). Get rid of the prominent standard white lighting.

That's all i can think of atm :P



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