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CTF-SG-Logical | | Map Info |
| | File Name | ctf-sg-logical.zip | Author | Slainchild & Catdaemon | Gametype | UT2k4 Capture The Flag | Date Added | 03-23-2005 | File Version | 1.00 | File Size | 5.04 mb | Player Count | 4 - 8 | Map Description | As the title suggets, this map uses the no-damage shieldgun featured in the Shieldgun Map-pack, coded by Catdaemon. Although that's the maps intention, I found it works quite well for iCTF too. Oh, and you still have a translocator. | Review Rating | 5.5 | User Rating | 4 | Overall Rating | 4.5 |
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| | | Review |
| Reviewer | Ice-Dancer | Awe Score: | 2.0/3 | Date | 07-04-2005 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 2.0/3 | User Point: | -1 | Overall Score: | 4.5/10 |
CTF-SG-Logical by Slainchild with coding by Catdaemon
This is a shieldgun arena map. The sheildgun has been modified so that you cannot hurt yourself with it.
You can find the original SG mappack by the same authors and my review for it, here http://nalicity.beyondunreal.com/map_hub.php?mid=8248
AWE –
This was the section where the first SG maps fell down, however, the next instalment, in the shape of this CTF map, is not at all like that.
The map manages to be nice to look at, have great gameplay (if you like SG) and not lag about.
While the design may be simple, it still has great looks. The skybox is awesome, it’s a pity you don’t see more of it, due to the quite high border that surrounds the edge of the map. The surrounding terrain that makes up the border of the map is well done, and not too repetitive, however, I wouldn’t have said it was natural looking, which I know that some people want in a map, realism.
The texturing is done fair enough, all aligned, and the textures suit what they are meant to be, however, there’s not much variation, the lava is the only source of colour in the map really.
The author did make some custom base logo’s though, suitably, a blue shield gun, and a red shield gun image on rock backgrounds.
The bubbling lava was also cool, and a nice effect.
Lighting was done gently, you could tell which base was which, because of either the blue or red haze around it, however, team coloured lighting wasn’t overdone as it sometimes is, and was just enough to show which base was which, without spoiling the map.
The red light which lit from the bottom of the map did well and gave a nice effect of the intensity of the lava.
BUILD –
My main problem with this map is that it felt cubish, now, there where many different shapes of brush used, but all of them had a square feel, which was a shame. The brushes felt quite simple too.
The terrain, as I have already mentioned, was good, I did find one small hole in it, where it went deep enough to touch through to the main cube, and the textures didn’t match, however, this was only upon exploration in UED, and I don’t think it is possible to see from in game.
The map had sound, the bubbling lava was a good choice and filled the whole of the map, but not too loudly.
The maps music, I felt, was an excellent choice, and matched the pace of the map excellently, now I don’t know if the author put any thought into this, or just picked one at random, but anyway, it was a good choice.
The map used jumppads as well as your shieldgun to get you around, the jumppads are shown where they are (staticmesh) and are coloured to show which teams base they go to (lights), now while, this may not be that useful, and it’s pretty obvious where they are going, it’s a nice effect. The jumppads also have emitters on them, which looks cool.
CAST –
I was surprised at how well the bots played, they took the jumppads, took the flag, and then ran off again while I was still trying to warm up my shieldjumps. While you could probably play the map without being able to sheildjump, it will help a hell of a lot if you can.
One little problem I had with the gameplay, was the second set of catwalk bars, underneath the first set, I got knocked onto them a few times, but couldn’t figure out how to get back up again, while they added to the visual effect, they hindered the gameplay slightly, as if you landed on them, you had no choice (from what I could see) but to jump into the lava.
The map had the SG mutator set to load instantly, so there was no fiddling about with mutators.
Now, the basic idea of SG is to push your opponents into whatever hazard is nearby (in this case, you push them into the lava). Now, I liked the concept, and I found this map a lot of fun to play, but I understand that many people will not. For myself, I would play this map a lot, but I know that others will not keep playing for longer than 10 seconds.
If you think that the concept sounds cool, then I definitely recommend it to you, if you think it sounds awful, then don’t waste your time. I loved it, and think it was a great job by the author, but this is the type of map which will appeal to some, and not to others.
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| | Map Comments |
| Sicko Teddy 03-23-2005 06:52 PM MST | | from screenies I can tell that it got some sort of old UT feeking in it. for people who love retro stuff might like that one.
| Ice-Dancer 03-24-2005 06:26 AM MST | | more SG mappage!? Ice will be right back ;)
| sasunaki 07-10-2005 07:16 AM MDT | Rating: 4 | | i hoped that the SG thingy in the map name would be that the map was made for the SIEGE mod :(
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