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CTF-NaliLegacy2 
Map Info


 
File Namectf-nalilegacy2v2.zip
AuthorDerdak2rot
GametypeUT Capture the Flag
Date Added12-27-2004
File Version2.00
File Size3.24 mb
Player Count10-20
Map DescriptionDescription : This a ancient Nali temple find by the liandri on the Napali planet. all the nalis are deserted the place but some players have tell some nalis stayed in secrets area for prying their water god

Note : this map have 2 years old , i'm decided to finish it . I added a lot of new stuff for this version . i think the map have a good unreal 1 feeling . I also work a long time on the botpathing , they attacks ,defends ,snipes and take all the principal ways . For some slow pc , you could have a little framerate issue in the outside areas but in rarely places .
Have Fun !!

EDIT: I fixed the missed file and i added some little things . Hehe !!
thanks to your feedback !!

EDIT2: Updates changes :
-better lightning outside
-retexturing some part of the map
-removed lift in flag room
-new music
-time doors reduced
-etc.....
Thanks to your feedback !
Review Rating5.5
User Rating7.5
Overall Rating6.5



 
Review


ReviewerVertigoAwe Score: 2.0/3
Date12-25-2004Build Score: 1.5/3
Review SchemaCast Score: 2.0/3
User Point: +1
Overall Score: 6.5/10

AWE: 2

A symmetrical ctf map set on a valley. On each side there is a nali temple used as bases for each team. You’ve got different routes to the flag and even an underwater passage to sneak into the enemy base. Everything is pretty usual up to here but opposite to most two forts based maps, this one has a big wall in the middle so you wont have to worry about being sniped inside of your base. The indoor parts of this map are low poly and have the same quality than the retail maps and that’s a good thing, the problem are the outdoors, they’re high poly, very high poly (990 polys from the sniper perch) so it can get very very jumpy if you don’t have the rig to move it. The lighting is nicely done inside (not great though) but outside it’s a bit dark for me. There are some nice touches throughout the map like the weapon markers or the glow-worms (or whatever they are) above the water.


Build: 1.5

I opened the map in the editor and do you know what did I see? Yup, I saw what I couldn’t see while playing: a very messy terrain with lots of misaligned textures and unmerged polys, but as I said the outside is dark enough for these thing to pass unnoticed. I also saw that the bridge was made with more brushes than necessary (if the author had intersected the brushes he used to create the laterals of the bridges and then had intersected them, he could have then merged the polys and that would have improved the performance a bit). I guess the high poly count is caused mainly for these two reasons because I made some intersections here and there and then merged everything I could and the polycount went down drastically.


Cast: 2

The bots navigate the map well, they go everywhere and take everything but the author forgot to place some alternatepaths so they could take different routes. Still, they work fine. As I said before the high polycount on the outside makes the game a bit jumpy where most of the action takes place. Also sniping when you've got to handle more than 900 polys is not cool. Another thing I found are the triggered doors leading to the flag rooms. They open too slowly and you'll get stuck, so I would recommend changing the open time.


NOTE TO THE AUTHOR: I really would like to see a revision of this map because it could score higher. Just check what I say in the Build section. If you don’t know how to intersect or merge just contact me.




 
Map Comments


XepptizZ
11-15-2004 07:35 AM MST
Rating: 7 
I liked it, pretty original theme. Nice lay-out and the underwater cave is just so cool.

Evil Snack
11-15-2004 05:13 PM MST
Rating: 6.5 
FINALLY!!!! A NORMAL CTF FROM DERDAK2ROT!
THANKS! I will comment on it after I play it.


Well, I think that this was a fairly good level. Not great, but pretty good. You have a good start.

Derdak2rot
12-27-2004 02:50 PM MST
 
Thanks for the comments guys !! hey , evil , i agree with you , the archi is not great but the base of the level has 2 years . i prefered work on the ambiance and atmosphere .

EDIT: Thanks Vertigo for the review ! maybe i will update soon , but i work actually on a SP project .
i need more time . anyway , thanks to you !!

EDIT2: Update is now done !! i hope you like it !
thanks !! One suggestions , i ask you if you could review a map of mine DM-1on1-Derdak , it's been a long time i request a review , please . thanks !!

EDIT3: Thanks a lot Bot40 for report me your feeling on this map , it help me for furure works !!
thanks to everyone tested and rated the map ! thanks Nutt !!

RayZidane
11-15-2004 08:13 PM MST
Rating: 7.5 
Good....awesome.......

Sergeant Todd
11-16-2004 09:20 AM MST
Rating: 7.5 
Better than CTF-Nalilegacy1. A little too dark in the outside areas for my taste, and very, very brown......nice layout though.

Todd out

souldividersjosz
11-17-2004 02:16 PM MST
Rating: 7.5 
Goodness gracious! It's frigging huge! Oh wait, there's a bot, and another, and another one.... dude this map is so huge it took me 3 minutes to properly navigate through it (either it's huge or I'm retarded). I see that some of the architecture from Na Pali is used (coincidentally I am playing that part of Na Pali right now) and it looks good! Nice overall theme and such, and I agree on the comment above, it's too dark outside. Other than that, nice map!

Bot40
12-27-2004 12:02 PM MST
Rating: 6 
Well, one of the few maps I've played in a long time. Nice to see an oldsk00l nalicastle type theme.

The overall theme is good, you stuck to it throughout which is something a lot of mappers fail ok. Only 2 things I felt were out of place - The bridges outside seemed a bit random in terms of architecture, didn't feel "nalicastle" at all, and the particles on the weapon bases didn't look like they fit with the theme either.

The castles are well constructed outside, arcitecture stops it feeling boring and the author seems to know what he's doing in that department, it still did however, feel a little sparse in a lot of areas. Would have liked to have seen more detail indoors, and a better overall architectural theme in each room, architecture at the moment feels a bit like a "space filler", difficult to describe how to avoid this, guess it just takes practice! For example, in the entrance hallway, add a slighty lowered middle section to provide a "path", then stick some holes in the floor with grating over them, it's kinda cliche but already the room feels much more complete and interesting.

Some doorways were lacking trim which looked messy, and there were many different styles of doorways throughout, it helps if you try and stick to one or 2 at max, makes your level feel a little more coherant in style.

The lighting could have used some work, outside the lighting feels washed out and flat, would have been better to have some torches scattered around to light the paths to add contrast and better navigation. Inside, again, the lighting is rather the same throughout, while there is contrast between light and dark here which is good, colour wise there isn't much difference. Would have been good to have some strong blueish moonlight streaming in through the roof to produce some colour contrast and shadows (adding roof beams is a classic way to get nice shadows indoors). The the torches can provide lower radius warm light.

Oh, and those torch meshes are too dark - raise the scale glow to get a more realistic look (though they are still not ideal cuz of ut's horrible mesh handling)

The coronas on the front of the castles were too overbearning, need to use a much more subtle corona texture and make them smaller.

Layout wise, the interior of the castles are ok, not amazing but enough to keep it relatively interesting. The outside is rather boring, just a large open area and very linear. Look at a map like coret and look how there are still only a few paths at anyone point, but they always twist and join up.

Lose the underwater tunnels, they are basically usless because if 1 person spots you down there, you are basically dead - no cover whatsoever. Not to mention it's extremely boring swimming along a long tunnel. They don't really fit with the theme either, just random underwater tunnels with no purpose other than to add to the layout.

Erm, wow I am sounding critical today :p
The terrain bugged me, cuz with some work it could really add some variation to the map. It was your classic terraedit terrain which means horrible 90 and 45 degree corners everywhere which makes it look 100% artificial. Also the cliffs end in the "end of the world" style which you see in every other map. Just making the cliff tops smooth and adding a few hills far in the background really REALLY adds that bit of extra depth to the map rather than feeling like you are playing in a box.
The terrain is also the source of the rather high poly count outside (700-800)

If I were you I would just go through the good ol' tried and tested tutorials (Also for self pimpage for me :p)
http://www.planetunreal.com/phalanx/ (tutorials at the top)
http://www-users.york.ac.uk/~mjr130/
http://www.1337ness.de/

Don't worry about the score too much, it's a solid map, I just always concentrate on the bad points cuz it helps people improve :)

SilverHairDevil
12-26-2004 06:05 PM MST
Rating: 9 
This is dirty sick. If this was for UT 2k4 it would be awesome....

nuttella
12-27-2004 01:40 PM MST
Rating: 8 
Very nice Derdak.

One little glitch I noticed: teammate's locations only show up in the chat area when thry're on the blue side. It did get a little choppy outside, but not too bad, and the skybox horizon was a bit of an eyesore, but other than that it's great.

DO NOT lose the water tunnels - Playing with a large number of Godlike bots, that's the only way you'll ever get a capture! I guess it's a little problem that you end up spending most of the game in there, but you do have the Nali to keep you company.

SolarImplosion
12-27-2004 10:54 PM MST
Rating: 7 
:) i liek it beacuse ive seen a couple lame remake maps that really pissed me off... and this is good anyways :P

Deathbliss
12-30-2004 12:35 AM MST
Rating: 7 
This is probably going to be the sloppiest feedback ever, but here goes...

OK, first thing the level is too dark - brighten it up. Use SMALL amounts (brightness 20 or less) for Zone Lighting to emulate moonlight or starlight. Zone off buildings where you don't want this lighting, instead use a light with similar brightness and properly set ConeSize and Radius to emulate moonlight ior starlight coming through the window. You could even get fancy and use a spotlight in some situations. Other types of lighting is OK, but once again you should do better. Use lamps with coronas and yellowish lights to contrast white moonlight or starlight. Can't recall if you ued flames or not - one map I looked over recently didn't. If you didn't don't shy away from them.

Your architecture is decent, but you can do better I think. You can make things much moe higher detail now since everyone who's playing UT 2004 should be about twice as good as the recommended specs. Bots worked out petty good - didn't go into a lot of detail here. Oh and if that skybox has clouds moving in two different directions the consider yourself struck with my silly stick (can't recall if it was you map or not). Clouds don't do that. Use two diffeent cloud textures moving in the same direction at different speeds for the nicest effect.

Now move on to UT 2004 and let's see what you can do man!
- Deathbliss



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