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CTF-Champion | | Map Info |
| | File Name | ctf-championv2.zip | Author | AJSchiavoni | Gametype | UT Capture the Flag | Date Added | 02-28-2005 | File Version | 2.00 | File Size | 8.59 mb | Player Count | 10-12 | Map Description | Features: 1. Two routs to the flag bases Bots use both, and doesn't slow game play 2. Fast and in your face action 3. Great Atmosphere
Enjoy
| Review Rating | 5 | User Rating | 6.5 | Overall Rating | 6.0 |
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| | | Review |
| Reviewer | Mister_Prophet | Awe Score: | 1.5/3 | Date | 02-28-2005 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 1.5/3 | User Point: | +1 | Overall Score: | 6.0/10 |
Champion is a genre conforming Capture the Flag map that can host 10 to 12 players comfortably without being fingered as a big map. In fact, this CTF is fairly small and easy to play in.
Using the suddenly popular HourIndus texture set from the H man himself, the author of CTF-Champion bases this fast paced CTF map in a fitting Urban setting. The layout is fairly basic in conception. Simply put, it's standard. You won't need Pai Mai's guidance to make you tough enough to tackle this one. You have the standard layered design, with a high path and a low path and each one merges right into the flag rooms. It's symetrical and sticks to formula so closely it could very well be lined up with the stock maps shipped with the game. Bots use the translocator to jump floors, and defense points are very effective. If the slick performance and playability isn't making this map an instant server friendly romp, then the bots will make an effective substitutes. The bots navigate the map well and seem to flash through it faster than you (for a change). They'll be all over you on Godlike skill, especially if most of your bots are custom made to match Logue and Tamerlane.
I haven't been touched this much since my trip to the Neverland ranch.
The map has a number of potential snag spots, such as the crack between a wall and a slanted crate. Also, no trim is placed around the bases of any pillars or supports (Though I myself didn't get pinched more than once or twice). Otherwise, the map flows well. Now to worst aspect, the thing I like least about the gameplay is that it extremely uninspired. The setup has been done before and the map doesn't offer any interesting gameplay spins to make you forget you are playing a recycled blueprint. All the paths are a little too straightforward and feed directly into the flag rooms. I can count the main combat marks on one hand. Even the most mediocre defense can usually repel an assault from the lower level. The only real effective route is the upper area and that is limited. You really only have two ways in and out each way. Once you make it to the flag rooms you'll have some more options to pick at the flag, but when NOT in that room you have no chance to switch up in between. The big reason for this is that ALL of the multi-floored diversity is actually inside the flag rooms, and once outside them you are stuck in the brief one-way passages. The upper portion is simply a single hall. The lower is a narrow, twisting passage that is impossible to dodge an attack with most of the weapons included in the map. I don't mind a small CTF, in fact I encourage them. But nowadays all the normal, basic CTF maps have been played out. Players want more options, more diversity.
But having gotten that out of the way, this map really is easy on the defense. Offense will be where the challenge comes from. Two heavily defended teams are gonna have a furious time getting at each other's flags. This is where the map excels. With a more varied layout and multi-talented set of alternate escape/ambush points, this map's gameplay would have ruled my balls like Pharoh oppressed the Jews.
Visually, the textures I mentioned before really help the theme and bring it abit above the bland stock map it would have resembled if a shipped set had been used. There is a rainy theme going on outside but I found it rather unconvincing. I know rain is hard to pull off in a UT1 map (I know this from experience), but it really lacks atmosphere. The sounds outside consist of traffic noises only heard in proximity to windows and otherwise the only sound is the combat and the music. The map is lightly detailed as it is, so some flash lightning would have worked. The leaks the author added are just placed drop generators, which haven't been textured and look like dripping blood. There are also a few texture mishaps and discolorations. Some of the colored lighting is much too harsh at times and the nice use of nonincidence/cylinder lighting is marred by being too bright. I thought I gazed a tint of greenings in lights that weren't supposed to be green. That means the brightness is too high. But by far the worst offense in this category is the hall connecting to each Flag room. There is thick blanket of pitch darkness sweeping over this hall. This is with overhead windows, mind you. The shadow cast is so overblown that I couldn't even see this one bot who was running up to me with a flak cannon that was set to bRapeProphetWithBurningMetal=True. In all seriousness though, it was like that one room had a big steaming dose of terminal cancer.
The Prophet's Verdict: With a few visual wounds and one big hole in the fabric of space, the gameplay is fun enough to arouse a Catholic Nun. There's a severe lack of inspiration in the floorplan and alot of you may expect a little more in CTF layouts, but the map works on enough levels to entertain. |
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| | Map Comments |
| Manticore 02-28-2005 06:20 PM MST | Rating: 6.5 | | Decent enough CTF layout and there hasn't been much good new CTF lately. This guy definitely has a visual style of his own. Worth a look....
| AJSchiavoni 03-01-2005 02:34 PM MST | | My Thanks to Mr. Prophet... Manticore you have been a big help ever since i submitted DM-Lock-Down which was my first good map 0_o you always have something interesting to say about my work or usefull information to improve it. Thanks both of Yous Guys
| FraGnBraG 03-02-2005 10:11 PM MST | Rating: 6 | | not bad... a number of things could be better (as mp mentioned) but i had fun 4v4 w relics (5v5 was too spammy, imo, with more routes would be ok) - i had super FR - something like 90fps average all up - which i'm not really used to these days =P which means good on a server but also means there's room for more details - a route on the right side from the base maybe cross-hatched to the middle would have been nice - or open the middle up a bit a add some smart z-axis play - "corridor of spam" main routes can get old fast if there's no other options :) maybe things were looking a bit biggish in parts as well - example the "windows" seemed to be a bit high off the floor - i had to jump to up see the wall outside... other than that decent CTF play, but a bit basic layout - maybe next a smaller, more detailed ctf with more z-axis areas? keep it up :)
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