|
|
|
|
|
|
|
|
CTF-Emperor | | Map Info |
| | File Name | ctf-emperor.zip | Author | Swanky & S`Calain | Gametype | UT Capture the Flag | Date Added | 12-31-2004 | File Version | 2.00 | File Size | 1.41 mb | Player Count | 8-12 | Map Description | Mid sized CTF-Map, made together with S'Calain, Base / Indoortextures made by Chameleon | Review Rating | 5.5 | User Rating | 6.5 | Overall Rating | 6.5 |
|
| | | Review |
|
CTF-Emporer (UT)
A CTF map with shades of Lava-Giant but nowhere near as difficult. Two bases separated by a mound of terrain floating on a lava sea, the gameplay basics are there but it doesn’t stretch to meet its potential.
AWE: 1.5
There are some custom textures here and they are utilized decently enough. The bases and middle sections are textured well and interestingly. I’m not sure the ‘circuitry’ assemblage really fits the theme well but it was used carefully and is not in too much contrast to the surrounding theme. The bases and central areas are aligned well but the texturing in the central area really should have been applied to the bases as well. As it is, the bases are a little bland with all the walls looking the same except where the team color sybols and the ‘circuitry’ are. The terrain, on the other hand, doesn’t have the variety of texturing or value of interest the BSP does. It fulfills its purpose well enough but that’s about it. Some decoration or a little more variation in it would have really amplified the theme of the map, especially considering the map is going for a ‘greener’ look than LavaGiant. The skybox is very nicely done with emitters and good texturing. The only downfall is the repetitive lava texture that extends forever. The lighting is a mixed bag as well. The bases are lit nicely but are too dark overall. The central area is, again, probably the best lit section. And the terrain looks lit mostly from ambient light. Finally, the blue and red lighting is a little oversaturated for my taste. With the subtle colors in the textures and terrain it really kind of clashes with the rest of the look that the map has. Mixing up the lighting along with texturing would have helped the terrain tremendously. The architecture overall is pretty creative and works together throughout the map. The best example of which, again, is inside the central area. Put together the best executed area in terms of lighting, texturing, and architecture is the central area. The bases are too dark and too monotonous to be very interesting aside from their architecture.
BUILD: 2.5
The build here is good. The BSP work is nicely complicated and solid. The terrain really could have used more effort but it works, suits its purpose, and there’s nothing really ‘wrong’ with it per se. My one big complaint is with the sound. Through the map, I only ever heard one wind sound. Location-specific sounds and variation of general, larger area sounds would have really fleshed out the level more. Good solid build work with nothing too complicated, the sound could have used some help.
CAST: 1.5
The gameplay is not all that it’s cracked up to be, however. First off, according to the player count, the map is entirely too small. Not that it feels cramped, it’s just the amount of players defending is too many. Also, the run between the bases is entirely too short. Once the flag has been grabbed, there are very few choices to make to head back with the easiest being to exit the base from the top of the wall and then run straight through the center. After clearing the wall, it’s one not-so-long straightshot directly back to your home base. You do have the option of using the sideroute but there’s almost no reason to. Another issue is that the 3 super-pickups in the map are all located quite close to each other and only one presents any hint of a challenge. The Damage Amp is located smack in the middle of the middle path through the mountain on the floor. There’s no risk/reward to grabbing this. Along the side path, the redeemer is sitting on the floor smack dab between the two bases. And it’s only a hop, skip, and a jump away from the Damage Amp down a short corridor. Finally, the invisibility was placed in a location only reachable by translocator but it’s located almost directly above the redeemer. The bots function well and will give you a challenge when in the bases. But if you grab the flag and use the upper wall for an exit, they will almost never catch up with you and it’s a quick run back to your own flag. There’s not much z-axis except in the bases and central area. Otherwise, there’s only sloped terrain to play z-axis on. To sum it up, the small size of the map, the straight central route, and the super pickup locations bring the gameplay down too far. I think an expanded version of the map would hold a lot of potential but this one failed to meet those expectations.
Emporer is a good effort at LavaGiant style gameplay and design. However, it doesn’t come near the same ‘sweet spot’ that LavaGiant did. Better lighting, more creative terrain work, and a larger size would have aided the map considerably. Revamp the sounds, and the area between the bases and we’d have a CTF map to keep on the drive. As it is, the drooling CTF fans out there will like it but those of us less inclined to that gametype will quickly forget about it.
|
| |
| | Map Comments |
| Revelation 12-31-2004 06:59 AM MST | Rating: 7 | | 1st:D
Well, another nice map by Swanky (and S'Calain, but I don't know what he has build, the bases are defenitly Swanky-style). The generell architecture is good, but I think there are only few details, I'd have liked much more of them. Also the Terrain is pretty undetailed. The only area I really liked was the interior of the central rock. Lighting is good, it fits nicely with the textures, but a few more red/blue lights could have been set in the bases. Pathing is done well, the bots act cleverly and have n problems going all ways they are supposed to go. Although item-placement is generelly good, I would not have placed a Redeemer and an Invisibility so close together, this is simply overpowered. Briefly, a nice and well playable map, but with some blemishes. And unforunatelly, a little below the possibilities that Swanky has.
| Deceased 12-31-2004 09:47 PM MST | Rating: 6.5 | | sexy.. lol im liking this map alot. just 2 small things id like to mention about it. 1: the bases and all the tech detail etc look great, but the map loses its feel when you step outside into the 'Lava Gaint' like terrain.. imo its too small and not detailed enough 2: the map overall is too small. for example if this map is being played online and a group lone attacker, or 2 attackers get in the base, they are only in there for around 5-7 seconds max. all the cover in there and the short journey back to their own base makes for some fast capping and some very annoyed defenders. i myself like this in a map ( being a defender i dunno why :) lol ) but others dont like this too much. just thought id mention that as not many people around here talk about gameplay and real in game scenarios.
I enjoyed playing this map for the first time and the first thing i thought after dodge-jumping up and along the wall was .. " hmm...there should be some kind of Balcony on here to aid in defence " .. id like to see this map with a revised and bigger outdoor area and a little less 'lava gaint like' maybe you guys could make a version 2 of it ? :D
| cobra6 01-02-2005 02:52 AM MST | Rating: 5 | | Good idea the theme of lava giant. But I saw blue bots get stuck trying to go over the red base. They can't go and take the 100 armor and so on. Sorry but very bad bot pathing, and really not enough medic? and not big enough. But it is real good looking. I like it, so I will fix those and keep it on my hd, in all good job.
| EvilSwanky 01-15-2005 06:35 AM MST | | Whuuuf, didn't thought that map would be that worse... anyway, thanks for the review. :)
| quillion 01-15-2005 10:28 AM MST | Rating: 7.5 | | This is way better than a 5.5.
| RayZidane 01-15-2005 09:42 PM MST | Rating: 7 | | above 5....
| scalain 04-21-2005 09:18 AM MDT | | Just test posting.
btw - I have build the Terrain ....
|
|
|
|
|
|
|
|
|
|