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VCTF-Shasta 
Map Info


 
File Namevctf-shasta.zip
AuthorJuggaloKyle
GametypeUT2k4 Vehicle CTF
Date Added04-20-2005
File Version1.00
File Size10.1 mb
Player Count4 - 8
Map DescriptionNone
Review Rating5
User Rating5.5
Overall Rating5



 
Review


ReviewerArcadiaVincennesAwe Score: 1.5/3
Date05-13-2005Build Score: 2.0/3
Review SchemaCast Score: 1.5/3
User Point: 0
Overall Score: 5/10

VCTF-Shasta (UT2004)

A frigid VCTF map in the wilderness. A simplistic map that will be fun for VCTF lovers, but it's nothing that stands out from the crowd.
Note: this was beta tested a bit by the UCMP team so I did see previous builds. I am not going to allow this to affect my objectivity and if the community objects to my previous interaction with this map, and the fact that I'm doing a review, or if they feel it is not objective, I will remove the review.

AWE: 1.5

Set in a figid mountain forest, the texturing is adequate. The BSP texturing is fairly well executed with the somewhat standard heavy-walled semi-industrial grey bases. Nothing's obviously misaligned and although the pallette consists of various grey textures, they support the form of the architecture. On the other hand a glass floor used at the top of the bases is somewhat badly chosen. It's perfectly clear as if the base was well-stocked with constantly-applied Windex. This doesn't really fit with an outdoor theme as there would be some weather-related wear in addition to the fact that it's quite cold and snowy. As for the terrain texture work, it looks like there are only three texture layers used. Although there may in fact be more than three, this is the overall impression. As for their application, it's fairly straight forward. Steep slopes are textured in either snowy rock, or snowy erosional grooves, and then the actual drivable areas are just flatly textured snow. One problem with the snowy erosional grooves is that they don't always face downhill, but also sometimes horizontally along the sides of the slopes. The author needs to research XY settings in terms of applying terrian layers. The terrain texturing could have benefitted more from more variable texturing in terms of a few more layers to better indicate snow drifts, and areas that are driven more often than others.
The lighting is pretty much a mixed bag. The bases are desultorily accented with blue and red lighting but this is kept to a minimum and not oversaturated. There are some lightposts standing seperate from the bases that cast some nice spots down onto the terrain. Also, there is a little bit of shadow work underneath the bases entrances and the central structure. Otherwise the lighting comes across as largely ambient - same tone, hue, saturation, brightness. This is true both outside and also inside the tunnel and shock rifle room. Fortunately the lighting in the interior areas is a different color than the outside. Now, to a certain extent, the ambientness outside is somewhat justified by the overall theme of an overcast sky with fog/sublimating snow creating fog. However, in themes like this, there's more room than usual (unless it's a nighttime setting) for lighting accents - like with the lightposts - and it's unfortunate the author did not take advantage of this missed opportunity.
The architecture is pretty simplistic in terms of building structure and terrain work. The buildings are somewhat interestingly shaped rectangles with a hollowed out interior with the glass protecting the pipework within. The bases are ringed with a nicely shaped wall, and centered with a very basic flag platform. The center structure is a modified version of the base entrances – largely rectangular with some meshes to accent it. Finally, the tunnel is simply a tunnel, and the shock rifle room is simply a room, although the author did create a nice iced-over pool underneath the room. The terrain work is fairly simplistic as well with a mountain separating the two bases, a long straight slope up to the center base, and then back down straight to the other slope. The base terrain is fairly bumpy considering it’s meant for vehicle travel – especially just outside the entrance. However it’s not bumpy enough to hinder vehicle travel.
In general, the map’s AWE is basic stuff with many missed opportunities - desultory texturing on the bases and terrain, mostly ambient lighting, and simplistic architecture and terrain. If more creativity had been used, as well a little more technical knowledge in terms of terrain layers, the map would have stood out visually a lot more.

BUILD: 2.0

The build isn’t bad overall. The bases are nestled nicely into the terrain and the meshes are combined with the BSP and terrain well too. Although the lightpoles do seem a little too ‘seperated’ from the bases. The jumppads work well, although there are two different types that do not match at all – consistency of design would be the issue there. The turrets work fine as well. However, botpathing is an issue. Some of the vehicle paths are ‘broken’ however, they’re in the base itself close to the flag so it doesn’t affect gameplay much. However, the author pathed the bots on top of the bases so they can use the turrets, and, at the center base, grab the DamageAmp. This is all well and good, however, the author did not path a way for them to descend – so the bots do not go up to use these resources unless they accidently land on a jumppad. Like most terrain/outdoor/VCTF maps, antiportals were used for optimization and they’re largely used to good effect. However, the author needs to learn to shape antiportals a little more and to plan terrain/room layout around them because the largest central under-mountain antiportals could have been replaced by a single antiportal if the shock rifle room was moved farther to the side of the map and not toward the center. Then 1 large antiportal with a 5th side could have been used to separate the two sides of the mountain providing better optimization. Two antiportals do not combine to produce the same effect as one large one.
Finally, the author setup the gametype inaccurately in the level properties. Default game was set to DM and general gametype was set to onslaught. Double-clicking on the map to open it, rather than selecting it through the in-game HUD, will produce a DM match in Onslaught mode. Very confusing.
Finally, the sound isn’t quite up to snuff. There are some general ambient sounds throughout the map – mostly wind-related, and there are some locational sounds related to the pipes, however it presents a bland soundscape overall. Some triggered sounds would have been welcome, as well as variation of the general ambient sounds, for example variation of wind pitch depending on height.
In general it’s built well, but there are some minor details that I consider serious flaws: proper pathing and level type. Also the author needs to work more ambient sounds and planning layout around optimization.

CAST: 1.5

The gameplay is okay here. Not good, not bad. Basically the layout is symmetrical and consists of exiting the base, bearing left, driving uphill, bearing right, driving downhill, and bearing right again to enter the base. There is an alternate route, but you cannot drive through it and it is a long walk through a very narrow pipe. Anyone you meet that has a flak cannon means you’ll be respawning at home very quicly. Also, considering the tunnel is so straight with only a vertical jog in each leg and the turn to the shockrifle room, it is practically impossible to survive traversing the tunnel if you have the flag. So flag running is pretty much forced on the vehicles. And considering there’s only one path for vehicles to take, the primary strategy is driving as fast as possible – regardless of whether you’re attacking or trying to get your flag back.
Also, the base interiors leave a lot of room for driving, which is good, but not a lot of opportunity for players to get out of the way of vehicles in order to defend, which is bad. The flag platform is difficult to ascend in a vehicle so it’s somewhat safe from Scorpians and Hellbenders, but on the other hand, the top of it is completely open leaving defenders open to fire from the above vehicles as well as manta-related pancaking.
Lastly, the framerate does not meet retail standards. Overall, about half the map is a little below retail, and the other half, even more below retail. This shouldn’t affect most players significantly but older PCs may feel a bit of frostbite.
Due to the overall layout, most of the fighting will be at the bases and little anywhere else. And at each base, the defenders will have the disadvantage. Both from the layout, and also from the inability of the bots to use the turrets (as previously discussed) that could potentially stop an enemy flag carrier to travel far after exiting the base. Taking the alternate route will be a long, boring walk and although some players do enjoy taking a bit of a walk, it won’t be exciting and due to the narrowness of the path, extremely dangerous - almost too risky to consider taking.

To sum it all up, the map has simplistic texturing, ambient lighting with too few accents, and simplistic architecture and terrain work. The build suffers a bit from inaccurate level properties, missed pathing, and unachieved optimization potential. Finally, a combination of wonky layout and design decisions hinder the gameplay as well as lower than average FPS. Despite all the flaws, I don’t think they add up to enough to dissuade VCTF fans from downloading the map. If you’re constantly searching for more VCTF, then go ahead and grab this one. However the rest of us will want to give it a pass.



 
Map Comments


JuggaloKyle
05-14-2005 02:55 PM MDT
 
EDIT : thanks for the review Arcadia, many thanks there!

thanks for the comments you guys.... and redfist, you bet your ass im gonna keep at mappin!

Manticore
05-14-2005 01:18 AM MDT
Rating: 6 
Personally I'm a bit over the snow theme in maps; but that's just me...

This would be good for a bit of online play.

redfist
05-14-2005 02:09 AM MDT
 
how many times has this map been sent or version change? seems like I keep seeing it over and over.

Plus manticor saw it so thats a good thing,PLUS a review ! but ya got to make a DM to get more comments,,then ctf,then all the others, saying from popularity on down.
So you can see even how hard it might be to get a comment even on a DM map (depending on the map).

just keep-ah-mappin................

Denny
05-24-2005 10:57 PM MDT
Rating: 5 
Remember that Shasta pop they sell? Like the Moon Mist and all, you can get cans for like 25 cents....Oh right, the map review, anyways.

It's not too bad, i like the sky and how it's like all cloudy with some sun spots, looks kind of neat i think. The rest is sort of so-so.



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