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CTF-ColaWars-FragBU 
Map Info


 
File Namectf-colawars-fragbu-v2.zip
Authorw0rf
GametypeUT2k4 Capture The Flag
Date Added04-25-2005
File Version2.00
File Size5.88 mb
Player Count8 - 16
Map DescriptionThis map is a complete overhaul of Mortis' UT2K3/4 port of ColaWars for UT (originally by Dirk Diggler). Changes to the architecture to account for UT2K4 movement and gameplay. I tried to stay as close to the original as I could manage.

V2 includes tweaks to lighting, textures and karma-blocking, change of background music (now also with cowbell), and a lift added to the rear of each base.

Thanks to Mortis for source material, and his support on the map; to Raffi_B and Prophetus for additional images; to TaleWeaver, Turns2Ashes, RenegadeRetard, HyrulianHero, SlayerDragon, and many others for their constant feedback in this, my first effort for UT2K4.

This was designed for BeyondUnreal's frag sessions, so if you like, come and play with us sometime.
Review Rating --
User Rating7
Overall Rating --



 
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Map Comments


Kantham
09-30-2004 12:13 PM MDT
 
a big discution on the furom ,

recomended dl

slaskan
09-30-2004 03:44 PM MDT
 
i only checked thismmap out in the editor so i dont know about the in game feel but it did look koinda linear and also some of those cola and pepsi texture were just UGGLY an looked UNLIT but most of them were fine

w0rf
04-29-2005 11:00 AM MDT
 
It *is* linear. The original was linear. Made zoning a pain in the ass.

Regarding unlit textures, the sense I wanted to convey was that they were backlit, but I don't have nearly the experience with materials to achieve the desired effect. The cheap fix: unlit textures and an extra light actor that throws red / blue light in a short radius from the object.

:edit: The updated version has reduced delay time on the lifts, and the last of the antiportal brushes (which were done wrong to begin with) were removed.

:edit 2: V2 includes tweaks to lighting, textures and karma-blocking, change of background music (now also with cowbell), and a lift added to the rear of each base.

:edit 3: re: Arcadia - the angle on the sunlight actor was a design decision in the flag rooms. I chose to use the hotspot from the skylight to highlight the flag location, rather than have a consistent and distinct angle on them. However, I don't think I angled the central ones at all, for fear that it might "look" wrong. This is definitely something I will keep in mind in future efforts, to try and light my maps more dynamically.

phalanx
10-03-2004 09:39 AM MDT
 
wewt colawars
:D
my fave UT map

sandorski
11-08-2004 10:55 PM MST
Rating: 6.5 
Lacks UT2k4 eyecandy, but a good CTF Map

ArcadiaVincennes
04-29-2005 09:44 AM MDT
Rating: 6 
The map is definately a remake of a UT99 map. It seems almost like the map qas ported straight over with just an upgrade in textures. None of the geometry is trimmed, the wall, floor, and ceiling textures look straight out of UT99, and it's layout is very basic. The Custom Pepsi and Coke graphics look decent enough but the Pepsi ones look much better than many of the Coke ones. The vending machines are a nice touch but a little overbright - especially on the red side.
The rest of the textures were mostly well aligned. I noticed an elevator shaft that could have used some texutre adjustment.
The lighting was a bit ambient overall. A steeper sunlight actor angle combined with smaller radii on the many lights probably would have help reduce the overly consistent lighting.
The architecture was very simplistic - just like the UT99 original, it seems. I think a little more flair would have been a welcome relief from the long straight lines through most of the map.
The meshes were incorporated well into the map. I particularly liked the MC stretching between the flourescent fixtures. Is it 10/2 or 12/2 I wonder? I think it would have been nice to see these cabes stretching over to the smaller, square lights as well to maintain consistancy.

The gameplay was the high point in this map. The flag bases were generally nicely arranged, with a good number of entrances/exits. The corridors to the middle area were a bit bland and very open. Some jogging to the left or right would have been nice considering the center area is so straightforward itself. The center area provides many different options for flag runners to take on the way home but also affords many, many, many, opportunities for 1337 snipers to own the flag runner. I understand the goal was to pretty much create a fairly exact duplicate for UT2004 but that doesn't mean that the author can't improve on faults from the original. However the spaceing of the various ramps and ledges was perfect and lots of dodging is available to the players.
One final note about the central area is the side corridors running down the length of the map. They're too straight. They are too dangerous for a flag runner to consider taking. I would have reccomended adding a few 'jogs' in this area as well.

In general the layout is simplistic but does the job and does it well. The visuals are dissappointing for UT2004 standards, but for players that spent hours in UT99, you'll appreciate the memories that flood back.
I'm scoring the gameplay higher than the visuals.

kaosdotrox
09-02-2005 04:47 PM MDT
Rating: 8 
A good remake of the UT99 version. Actually some of us .rox prefer the new one. Great action. We use it as a "in-house" map.



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