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CTF-HowlingGods | | Map Info |
| | File Name | ctf-howlinggods.zip | Author | Big_Balou | Gametype | UT Capture the Flag | Date Added | 06-15-2000 | File Version | 1.00 | File Size | 1.34 mb | Player Count | 16-20 | Map Description | None | Review Rating | 9 | User Rating | 6 | Overall Rating | 9 |
| NC2 map imported without screenshot. | | | Review |
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Level Size: Large
Recommended Player Load: 14 Players Per Team (No joke)
Ok, imagine CTF-LavaGiant. Now put it in DM-Peak's setting, and double it in size. Next add a dash of the Chizra theme from Unreal. That'll give you this level.
Basically, there are two pyramids on either side of a large mountain with various canyons, caves and other such features. There are loads of routes between; a quick simple route, along with other routes utilizing the lower levels. The quick route is much more dangerous though as each team has an "angry god" which defends them from attacks. As cheesy as that sounds, it's a good twist. The lower routes are much longer and quieter. They are ideal for returning with the enemy's flag, as they are so secluded from the rest of the action. Right at the very bottom of the play area, there's a portal room, which allows access to either base. Architecture is pretty good. As, most of the level takes place out doors, there's a lot of rock to be seen. The rock has been shaped; it looks realistic, and natural. There are a couple of indoor parts, which have also been well conceived. The right screenshot shows the tunnel down to the portal room. Although it doesn't show much architecture, the little bit that it does show, looks good. The other indoor areas are the pyramids. While being simple in terms of layout (one room), they are visually impressive. The texturing has also had a lot of care and attention applied into it. The indoor areas especially have been textured well. The only texturing problems were with the rocks. In my opinion, they have been over-scaled and as a result look blurred. I can understand that the author wanted to avoid that "repeated" look, but I think he went a tiny bit too far with it. The rocks do look good at a distance, but when you get close they look bad. Having said that though, this is often un-avoidable with a level of this nature. The author has done an extremely good job with the lighting. All areas of the level have been lit well. I know from my own experience how hard outdoor lighting is to do well, but this guy's done a great job with it. The lamps give out a suitable amount of light and give the lower areas a nice touch. Also, I love the lens flares in the eyes of the "howling gods". They look great because they get bigger as you approach them. The colour coordinated lighting in both bases looks very good. Ambient sounds have been used well by the author to give the level extra depth. I particularly like the howling sounds that you hear as you pass the "howling gods". The author has chosen the Skyward.umx music track. It fits the level wonderfully.
The bots play very well. They use all of the routes, they snipe from good spots, and they can also get to all items placed around the level. There are also a couple of translocate spots, which further add to their mobility. Items have been very well placed. Quite a few of the good weapons and items have been placed on the lower routes, encouraging their use. The redeemer has been placed in a good place, where it's pretty hard to get without getting shot at. It's also in the "howling god's" firing range. Gameplay is very good here. It's very similar to that of CTF-LavaGiant. You have to work as a team if you're playing large teams. Another good point about this level is the strategy. It's almost like domination. There are three key points that need to be controlled. There's a sniper perch overlooking each base, as well as the portal room. As you can imagine, if the same team controls all three of these points, then they've basically won. To play this level to it's full potential, you need to play with high skill level bots, and lots of them. This is the sort of level where it takes ages just to get a score of 1-0 with good bots. And that's a good thing, as I like that "deadlock" feeling that you get in tense matches.
When I said 14 players per team, I actually meant it. This means that you have to use the AddBots "cheat". For those of you who don't know it, here's how. Press TAB after the game has started, type Addbots XX and press enter. That's where XX is the amount of bots that you want to add to the game. It's great leading an army of 13 bots into one big fight. Especially when you win.
In conclusion, this level should have come with the game. It's that good. It's a good mix of the gameplay of CTF-LavaGiant, the setting of DM-Peak, and the Chizra theme from Unreal. This level has everything. Great looks, with the gameplay to match.
CTF Howling Gods is;
Big or Small. Depends how you play it
A level that depends on teamwork
An excellent level.
CTF Howling Gods isn't;
For your run-of-the-mill lone ranger missions
For teams of less than 10 players
For quick games
Teaching points for author:
This space intentionally left blank.
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| | Map Comments |
| jeditobe1 | Rating: 9 | | I love this map. It is HUGE, and it is pretty detailed, as far as huge maps go. The only things this map needs in a second redeemer and a little bit of help to the god's eyes. They will destroy you if you stop, and destroy bots, but a simple strafe pattern avoids them. They need shots that travel faster
| [--x--]LurkerBot | Rating: 4 | | large doesn't mean good. texturing is ugly, the lights are NOT good (look at the top screenshot! why would a dark passage be that bright with only lanterns every 50 feet?), flow and item placement is shoddy, architecture... oh never mind. i completely disagree with this review (teaching points left blank? sure, the author has nothing left to learn! this map is a triumph! roflmao)
| Frostblood | Rating: 5 | | So the author cant improve on this, eh ]V[att? :) how about fixing the skybox, putting in some more guns, making the bases actual bases and not just 1 room towers......
| starlock 12-30-2002 09:24 PM MST | Rating: 7 | | Just because I give this map a seven, doesn't mean it doesn't have some fun playability. It is fun... for a while. I agree that it is just TOO big; adding in some obstacles for players and bots to hide behind along the paths would have helped this but made for god awful poly counts when looking into the canyons on either side of the cliff divider. The basic idea for this map is a good one, but it just wasn't executed with a high degree of expertice and skill to make it a star map. Ah well.
| parham 02-18-2003 04:00 PM MST | Rating: 10 | | hi, i'm giving it a ten so it brings up its rating
| Louise 02-18-2003 10:00 PM MST | Rating: 5 | | Could be better.
| BangOut 02-19-2003 04:21 PM MST | Rating: 6 | | aye, could be better
| deathbringer 02-19-2003 06:08 PM MST | Rating: 8 | | very big, but one of the few maps I actually ENJOYED low-grav instagib...
| DiFool 02-23-2003 01:36 AM MST | Rating: 5 | | This has a hidden flaw, if you go behind Red's one-way teleporter (over the wooden bridge near the base), you can tiptoe along a small edge and then leap the last five feet or so, thus bypassing the Gods' Cavern. When I first got this I played the heck out of it, but haven't given it a go in a while now...
| dyster 03-11-2003 10:53 AM MST | Rating: 3 | | give it a 3 for bad name
| Mark Davies 03-14-2003 08:40 AM MST | Rating: 2 | | Sure, the map looks great (and it does), but it's just too big. I wouldn't even call it "playable" - CTF is supposed to be a team game, and 14-a-side is not a team game. It's mayhem.
| Cursed 04-19-2003 06:33 AM MDT | Rating: 1 | | boring.
| Shao 07-29-2003 03:05 PM MDT | Rating: 5 | | HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!
| phalanx 07-29-2003 04:35 PM MDT | Rating: 7 | | that central area is annoying (yhe bit with the gods shooting at u) they were hitting me even tho the shots were goin over my head and its to large i keep getting lost however it is a well built level thats y i gave it a 7
| minionofdestruction 11-13-2003 09:06 AM MST | Rating: 9 | | Definatly a truly awesome CTF. I give it a 9 only because I think the map is too big.
| [SAS]GHETTO BOY 12-31-2003 12:25 PM MST | Rating: 10 | | Hello, im new nalicity but i am not new UT
been playing since 99 and ctf-howlinggods
has always been my favorite ctf map
i think it came out in 2000 or 2001, anyways i know the guy that made it, hes from europe
and has made so many more maps but never published them
I gave this map a 10 because i mean cmon, its perfect, this map gives me a feeling when i play it... dunno y
it ownz, theres so many secrets i have found, the texture is nice, gods are tight! u can dodge em easy or shoot them with primary shock
it is big indeed when u first play it, but whne u get the hang of it, u can get around pretty fast.gg :D
| Jez 01-03-2004 09:25 AM MST | Rating: 2 | | Big, mostly outdoor flat terrain. One heck of a long run to get the flag. This map is overrated in my opinion.
| Sikness220 03-13-2004 10:19 PM MST | Rating: 9 | | Loooooong way 2 flag and who was the idiot who rated it a 3 for a bad name jesus.... anyways this map is so f**kin huge this should've taken 4ever to make but i got to give it a 9 (would've been a ten but long way to flag) keep up the good work!
| Sicko Teddy 03-14-2004 01:18 PM MST | Rating: 9 | | "Big map,big map..." so what!? The UT community is realy used to boxed off environments, which don't show any visual entrances or exits(like in AS-Mazon, where the castle is boxed off with high mountains, and the large area in front for attackers that comes from nowhere== no logic.) This map is more like in a real life layout. There are places you can go, but they are not suppose to be necessary. Apparently people here are used to sit in a compressed box full of players, with insane fragfest, where you don't have to hunt for anyone, but to sit and wait when enemy comes to you. In this map, you could make some sort of speedways or catapults, which bring you fast to the enemy base(or the center.
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