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CTF-Pipes | | Map Info |
| | File Name | ctf-pipes_v1.1.zip | Author | Dr._Giggles | Gametype | UT2k4 Capture The Flag | Date Added | 07-15-2004 | File Version | 2.00 | File Size | 393 kb | Player Count | 4 - 8 | Map Description | None | Review Rating | -- | User Rating | 2 | 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 |
| Gul Dukat 07-12-2004 02:35 PM MDT | Rating: 5.5 | | A short lesson in prejustice:
Considering the file-size I just thought, this must be crap! But hey, as Dr. Giggles wrote in the txt-file, it’s a real fast-paced CTF-map, nothing special but for a first try not that bad. Especially with much more than the recommended players (I chose 16) it offers fun. It feels more like Team-DM, but who cares…
PROS: - Bots work - Perfect for short fun-matches - Feels like the UT99 CTF-Carpark (without the cars) - Should run smoothly on nearly every system (small wonder considering the CONS)
CONS: - Bots have problems with the steps by the machine-gun - The pipes are much too dark - The layout is… not very exciting - Complete lack of eye-candy - Nothing for tactics-fetishists
After all I can say once again, that this ain´t the worst first CTF-map I ever saw. Work hard on it and there may be much more to come…
| Dr._Giggles 07-12-2004 04:19 PM MDT | | Thanks for the useful comments! Pipes are too dark, eh? I guess I had the brightness on my monitor turned up, cuz they looked fine on my comp. I'll make them brighter when I fix up the level and eventually upload an improved version of it.
Yeah, next time I make a map I'll post in nali city for testers... the thing about friends testing it is that they are using the exact same comp as I am, and so they'd have the same gamma setting as me, so that wouldn't catch lighting problems very well... They have played it though...
| ChromeBallz 07-12-2004 04:16 PM MDT | | Dr. Giggles, that's why you should let other people test first. Get a few friends to look at it, or post in the nalicity forums.
| sandorski 07-13-2004 02:46 AM MDT | Rating: 4 | | Yup, way too dark. The architecture is also very lacklustre and could use some decorating.
| Bot40 07-15-2004 08:06 PM MDT | Rating: 1.5 | | Sorry, I really can't say too much that's positive about this map. On the visual side there isn't much to see. The construction is mainly just basic bsp with the odd random static mesh thrown in here and there. There's classic errors like a basic lack of any theme, static meshes seem to serve no purpose whatsoever and the lighting is a steady brightness with no contrast and who's only purpose is to colour-code the bases. Gameplay wise the map also needs a lot of work. There are 2 main routes you will want to take when you have the flag and I'm not sure whether one is intentional or not. Basically, if you head up the ramp from the flag, when you get to the ramp with the adrenaline on you can double dodge or jump back into a pipe and get a capture in around 10-12 seconds which is ridiculously short. If you opt to take the long route up the stairs and around the confusing pipe network it takes closer to 25-30 seconds, and coupled with the amount of enemys and random spam you will prolly find there that route basically becomes obsolete. Not to mention there are many other annoyances such as the map being waaay too tight overall, smashing your head agains light fittings all the time if you try and dodge-run etc. I would strongly suggest reading up on some tutorials and studying other maps before releasing another. A good place to start might be here ;) http://nalicity.beyondunreal.com/view_content.php?cid=4 And also make sure you follow the links in that tutorial too :p
For a start I would try to create a more interesting and balanced layout. And try to set things out so you can't get caught and it's not too tight/spammy. Players like to be able to move around the layout as smoothly as possible and don't like to be forced into a tiny tunnel for example. Being able to hit your head on the roof or get stuck on doorways etc. is a big no no. Players should be "guided" and not "forced" round the level. Create multiple routes, with occasional interconnections so players still have to chose a route to take, but they should have 1 or 2 options to change route later on for a medium size ctf with 10-12 players (look at CTF-Coret for a good example from UT99)
And visually, try to pick a theme that you want to create and stick to it. At the moment you have a couple of cubes and tunnels with no purpose. Just look at most of the stock maps, they all try and recreate a specific location and everything in the map should support that theme.
btw, getting your friends to play your map isn't really a decent form of testing. Unless you have really honist friends (very rare!) they will almost always say there's nothing wrong with the map because they don't want to offend/whatever. Not to mention they probably lack the technical ability/experience to be able to spot mistakes and areas for improvement in a map.
| )Hidra( 08-09-2004 04:20 PM MDT | Rating: 2.5 | | lol i guees this *tutorial* wont help me :P
| Shao 08-09-2004 10:13 PM MDT | Rating: 1 | | ???
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