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CTF-Primordial 
Map Info


 
File Namectf-primordial.zip
Authorquillion
GametypeUT Capture the Flag
Date Added10-11-2004
File Version1.00
File Size1.48 mb
Player Count2-8
Map DescriptionBest viewed in D3D for the LIGHTING
to look as it SHOULD;)
Review Rating5.5
User Rating6.5
Overall Rating6.5



 
Review


ReviewerMister_ProphetAwe Score: 1.5/3
Date10-12-2004Build Score: 2.5/3
Review SchemaCast Score: 1.5/3
User Point: +1
Overall Score: 6.5/10

Got a special request today for a CTF map. Qullion, the author, really took several steps up the talent ladder since the last map of his I played. Primordial is a very oldskool styled CTF map in the tradition of Epic's stock maps. While the map is light years ahead of his last attempt, Primordial doesn't raise the bar or nothing. No folks, what we get here is a standard, while fun, romp through a symetrically classical CTF map.

There really isn't anything wrong with this map. It just doesn't have anything that carries its own signature or stands out from the many. Reminds me of the average action film that gives you exactly what you paid for. Take the visuals for instance. Lighting is all fine and team coded and the place is illuminated nicely, but aside from hanging lights or wall fixtures there isn't any other sources. No open ceilings, no skybox. The place is totally enclosed in an interior generic environment with one flag base facing the other. Multiple paths exist, as does the ever famous central catwalk system complete with the power-up (in this case the very tight, very sexual shield belt) placed in the map's equator. The layout reminds me of that rainy map from UT, the one that is all inside with windows (I think it is Dreary though I haven't played the stock maps in years) only CTF-Primordial has alot more room to breathe.

The clever observer would take a look at the rooms and say "gee it is a few cubes with architecture that makes you forget it is cubes". They would be correct but the place doesn't feel cubic here (I feel obligated to mention that while typing this review earlier I accidently put "the place doesn't feel pubic" and I laughed myself so violently my chest hurt and I had to take a tv break). I was reminded more of a cellar/bunker-ish feeling. The work Quillion did on the supports and stuff is really is nice and keeps the place structured and palpable to look at for even the most critical eye candy fiend. My only gripe with the visuals can only be that it could have more. I know this makes me sound like a visual whore, but there really isn't anything negative I can say about the map aside from the whole "it's thematically outdated" speech. You've all heard that speech from me before, your sick of it, I'm sick of it, I won't bother.

But even with an A class visual theme going, this map would still be CTF-UnEarthed. Which means, according to the Prophet's map dictionary, that CTF-Primordial's theme wouldn't matter anyway since the cast score would recieve the same rating. It isn't bad, it is just your standard layout. Bots navigate fine, defend and offend without incident, and all the items are placed well if a little predictable. Flow is great and playabilty is hotter than Keira Knightly covered in jello. And having said that, that is all I can mention about gameplay. It is straight forward without any surprises. Everyone will feel comfortable here.

I get a sense that Quillion doesn't give a rat's scrotum about any of that, here is a guy who is just getting his mapping feet wet. And from the looks of CTF-Promordial, I expect his next map to get a solid 7 from me.

The Prophet's Verdict: A standard looking and playing CTF map but I'll give it an extra nudge in points since there isn't ANY real errors. It just doesn't try to be anything more than what it is, something the player will have to approve of, not me. But the verdict for CTF-Primordial is clear, its major con is the fact that it isn't interesting enough in an original sense. 5 years ago this map would have appeared with UT as a shipped map.

Note to Author: Your doing fine man! All you need to do now is work on thematic content and an original layout of your own flavor. I'm keeping an eye on you, each new map you produce is much better than the last.

 
Map Comments


XepptizZ
10-11-2004 07:57 PM MDT
Rating: 7 
I like your refreshing feel for archi and see some tutorials have been read. Focus on the floor, it's a bit bland. I really liked those chunky wooden pillars, very original. I haven't played with bots yet but I'll get to that later.

Derdak2rot
10-11-2004 08:11 PM MDT
Rating: 6.5 
Good Fast Paced map . The archi style is nice and the lightning improvre it . The different areas are good open for a fun combat . Just the two ways with the
movers are a bit linear and the central floor need more details like water traps , etc.. but good job !

ChromeBallz
10-13-2004 08:21 PM MDT
Rating: 6.5 
Finally it's done!

Except for the very weridly placed and chosen coronas, this is a very solid map......

[edit]
While i think this map is more like Gauntlet than Dreary (i see how you could make the comparison though), it's still original enough for me. For the rest, nice review..... I'm really excited about what he's going to do next :D

[edit]
redfist, before you think this regview is so fast because of favouritism or any kind of bias towards any mapper, it's simply that quill asked Prophet personally on IRC. that gets things done earleir than waiting for an anonymous request for a review to be granted...... If you know what i mean.

Manticore
10-12-2004 03:19 AM MDT
Rating: 7 
Solid architecture. Decent look and decent gameplay.

Shao
10-12-2004 09:44 PM MDT
Rating: 7 
awwwwwwwwwwwwww my eyes!!! is good la!!

Mister_Prophet
10-13-2004 08:27 PM MDT
 
Yeah Chrome it is like Gauntlet too. Only nicer.

[EDIT] I think my last 10 reviews have been special requests *hint hint*

redfist
10-15-2004 02:12 AM MDT
Rating: 5.5 
damn another review hmmm

LoL no biggy yall,just that section map JUST got squished off the bottom tiz all......

AND for Nalicity,I wish you would double the list lenghths.

Well I tried it and all the nice girder-beams kinda go un noticed up there,but then the floor areas are all VERY plain,put more of the neato brushes ware they will be noticed ,more or less.
The lighting looked good to me(openGL the way it's meant to be rendered BTW) looked pretty right to me,good lighting,nice lighting.

I wish the lifts at the end hallways were bigger opening-size by a 1/3 more,and or move it back away from that ledge you land on while jumping down,
The lift doesnt go up high so one tends to jump down ,but lands on that ledge.

Needs more clutter around,bots seemed to do there thing from what i played,and the layout is good for me cause i'm a dumb ctf player,some maps there too dang many ways and or reverse heading ramp etc etc,this was very straigh foward,wich i like.

quillion
10-15-2004 12:49 AM MDT
 
Thank you to Mister_Prophet for the review,
twas a good one;) and yes im starting work on
a fresh idea..release date is planned sometime in 2010
:P RedFist, i think ALL of my reviews have been by
special request to an active reviewer.

koeckchen
10-14-2004 02:57 PM MDT
Rating: 5 
I don't know what to say...
It isn't very special, not very nice, just some average stuff

AJSchiavoni
10-22-2004 03:00 PM MDT
Rating: 8.5 
Two words

Kick As*

RayZidane
10-31-2004 09:06 PM MST
Rating: 7.5 
1 Word : awesome!



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