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CTF-Erebus 
Map Info


 
File Namectf-erebus.zip
AuthorSolarImplosion
GametypeUT Capture the Flag
Date Added06-01-2005
File Version1.00
File Size1.64 mb
Player Count10-16
Map DescriptionCastle/Evil themed map that is fairly large. Sky looks better with fog (volumetric lighting) on. This is my first map after quite a bit of inactivity, so please excuse some things :P
Review Rating5
User Rating0.5
Overall Rating4.0


 
Review


ReviewerGnome and SapperAwe Score: 1.5/3
Date06-05-2005Build Score: 2.0/3
Review SchemaCast Score: 1.5/3
User Point: -1
Overall Score: 4.0/10

REVIEWER: Gnome and Sapper
DATE: Sunday, June 5th, 2005
TODAY'S MAP WAS PICKED BY: Gnome

CTF-EREBUS
by SolarImplosion

AWE: 1.5
BUILD: 2.0
CAST: 1.5


GNOME: Hey everybody! This being our very first NC map review, I believe introductions are in order. My name is Gnome, and my sadistic, arrogant, and oftentimes very blunt partner here is Sapper.
SAPPER: Yo!
GNOME: Today's map review is CTF-Erebus by SolarImplosion. Sapper and I and a handful of online friends, one of whom you may come to know as Heinz, have just spent the last three hours tearing this map apart. If I had a dollar for every frag...well, I wouldn't have to keep my day job.
SAPPER: I just noticed that SolarImplosion's previous reviews haven't exactly met with high ratings from the judging panel. One can only hope that his map-making skills, this being his 9th map by the way, have improved.

THE AWE FACTOR
SAPPER: Can you pause the game while I go find my light amplification goggles? Jeez. For the most part there seems to be enough light to get around, but there are areas that you can get lost in until you know the layout.
GNOME: Ordinarily, I'm not the type to agree with Sapper, nor am I the type to complain. I can appreciate that the lighting level goes well with the mood and theme, but I think it could have been bumped up just a tad.
SAPPER: And what's with the bland texturing. It's very clear that this place is made of brick and stone, but couldn't you find something else to pretty it up? I mean, the flag room is freakin' boring. If you've got walls that big, put something on them other than a torch. Put a door that doesn't open. Put a rocket-blasted hole in it. Put something.
GNOME: I kinda like the outdoor decor. The decals above the base entrances, the golden crosses, even the embossed plates upon which the team banners appear all seem to fit quite nicely in ambience.
SAPPER: Except for that hideous sky. EVen if you don't want to change the way it looks, slow it down a little. It should look like heavy overcast, not a freakin' river.

THE BUILD
GNOME: Get your complaints out of the way so I can tell everyone we he did right here.
SAPPER: No new music or sound effects. No custom brushwork that I noticed. No triggers or movers of any kind. Although constructed decently enough, not much effort put into building the z-axis aspect. A lift or two would have been nice. Maybe some one-way teleports from a rear end of each base to drop into the central courtyard. Maybe some bigger power-ups other than an armor jacket. Maybe some creativity.
GNOME: At least there was enough detail so as to include ambient sounds which you would expect to hear those sounds. I also found it interesting that there were other sound effects that didn't seem to have specific triggers. You just kinda heard them at random. One of the coolest effects I've seen in any map though comes up here. Capture a flag and you get a flash of lightning and a clap of thunder. Nice little addition there. No BSP errors visible in any mode of play. Not a great build but not a bad one either.

THE CAST
SAPPER: These stupid bots are pissing me off. I shouldn't have to shoot my own guys to get them to go and do something other than guard that main stairwell. Botpathing here just sucks.
GNOME: I noticed that if you let the bots go at it, it just a dead stalemate. Nothing wrong with item placement though. I personally wouldn't have put a weapon right in the gateways, but other than that, everything has good positioning. I will agree though that the botpathing doesn't lead very well. They rarely snag any courtyard items and their run for the flag is always identical. Definately better played without bots.
SAPPER: With all the CTF maps this guy has made, you'd think by he he'd know how to get bots to go after the flag.

OVERALL
GNOME: Although the suggested player count for this map is 10-16, I'd recommend about 8. Although the size of the map could handle more players, the design and layout makes having to pass through two bottleneck entranceways too difficult with more players. If I had the opportunity to ask the maker to fix just one thing, I would be to update the bot pathing to get them to cover more of the map. If that happened, then I could see playing with 10 or 12 players.
SAPPER: I think this map is bad. Not really bad, but just bad. If you fall into a giant pit filled with something that looks like boiling hot lava, I think it would make sense if you died instantly instead of drowned. Oh yeah and replace the biogun with the flak cannon. That would score points in my book.
GNOME: Wow Sapper. You excerised considerable restraint. I've never seen you so...civil before.
SAPPER: Don't get used to it. I didn't actually have any plans for today so I'm not really pissed off about anything.
GNOME: Well, that wraps it up for today. Well see you all again soon for another episode of Gnome and Sapper on NaliCity.

SCREEN CAPTIONS:
1) With only one way in and out of your base, simply passing through the gateway should earn you a hero cookie or something. Clearly, Arachne didn't make it.
2) Nikita collects some fire power and gets ready to storm the flag room.
3) But a fresh reinforcement lies in wait.
4) Malakai provides covering fire from the gateway while his team mounts a retaliation.
5) Wouldn't want to be on the receiving end right now.





 
Map Comments


GenMoKai
06-01-2005 08:26 AM MDT
 
hmmm it doesnt look super great, srry i have to say
but the COOL thing is, when you make a point with the flag (lighting and tunder)

Nimbostratus
06-09-2005 09:13 PM MDT
 
I know dark areas can add to the mood of a map, but this is way too much. The only way I could see anything was by cranking the brightness way up, to the piont where stuff starts looking quite ugly. Even with summoning the Unreal I searchlight I was still pretty much blind. Can't comment on anything else, since I can't even see anything.

EDIT: as it turns out, my monitor really was broken o: it finally became apparent the day after playing this map (everything suddenly went blue 'cause red just died out). Anyway, I'm gonna have to try this map again later.

EDIT2: well, I tried it with my new monitor, and I still say its way too dark. I could manage to see a little better, but still needed to increase the lighting level a notch or two in order to see decently

SolarImplosion
06-02-2005 06:25 PM MDT
 
your monitor is broke :P

Deathbliss
06-10-2005 12:27 AM MDT
 
Either that or you're mapping with night vision goggles...
- Deathbliss

:[lol]:Squid75
06-19-2005 11:33 PM MDT
Rating: 0 
Welp, I just wanted to see, and as I see it, this map sat in review que no longer than 18 or so days since today is the 19th. I have a map for over 1 year or so....you know what never mind, i give up on nalicity....Yous guys suck!

Hellscrag2002
06-20-2005 07:17 AM MDT
 
Could a mod please pull the above spiteful and distorting comment by :[lol]:Squid75?

Some people need a serious lesson in "be thankful for what you've got". Nobody is paying the Nali City staff to run this site.

niX
06-26-2005 09:47 PM MDT
Rating: 0.5 
why review maps like this? you can tell by the screenshot its gay. dont waste your time, there are plenty of good maps that need to be reviewed.



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