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CTF-Nautilus Dock Ship 
Map Info


 
File Namectf-nautilus.zip
AuthorAdamo
GametypeUT Capture the Flag
Date Added06-14-2005
File Version1.00
File Size863 kb
Player Count6 - 12
Map DescriptionThis is my last added map.Its really nice i add many flares, teleports and movers.Its very large and great for sniping, there is one secret under the Dock somethink like gate way, where you can get all goodies!!!
Review Rating6
User Rating6.5
Overall Rating6

 
Review


ReviewerGnome and SapperAwe Score: 2.0/3
Date07-22-2005Build Score: 2.5/3
Review SchemaCast Score: 1.5/3
User Point: 0
Overall Score: 6/10

REVIEWER: Gnome and Sapper
DATE: Tuesday, July 26th, 2005
TODAY'S MAP WAS PICKED BY: GNOME

CTF-Nautilus Dock Ship
by Adamo

AWE: 2.0
BUILD: 2.5
CAST: 1.5


SAPPER: Disproving the theory that one's map-making skill improves with experience, CTF-Nautilus Dock Ship which is only his second map, completely blows away all his other work.
GNOME: It is much better, however, there are a few adjustments he needs to make.

THE AWE FACTOR
SAPPER: Initially, I was stunned. I couldn't believe that the same guy who did DM-Tomb of Horus and DM-Zakroczym City also made this one. Although hints of his creative talent and ability are evident in both, his followthrough had left a great deal to be desired.
GNOME: In this particular case though, the lighting is one of only a few small problems. There are numerous flares, colored to the appropriate team, that are simply too bright and too big for their own good. If the intention here was to reduce visibility...well, good job. Unfortunately, most people will probably see it as a negative.
SAPPER: Texturing is great and theme is perfect. But I hate that stupid ugly portal beneath the platform and I especially despise the place that it take you to. Oh sure you have access to all of the goodies like the megahealth and the invisibility and a couple of other good things...as long as you don't fall of into space and die while trying to nab them.

THE BUILD
GNOME: There we no HOMs or BSP errors that we could find. Brushwork was above average and sound was good too. Though one might say you can't hear sound in space, it might seem too off to have no sound at all.
SAPPER: Some of the teleports use the cue-ball effect where if you go though from Point A, you'll appear at point B, but going back through it will send you to Point C and it's only then you can get back to point A. Ordinarily, I would hate that idea, but due to the small size of the actual base, to save room and use let teleports, I think it was the right decision.
GNOME: The lifts seem well-suited to the map in terms of what it looks like and how fast it moves and everything. I nice, well-constructed map.

THE CAST
SAPPER: We destroyed the enemy with an almost 8 to 3 score. Another five seconds and we would have had that eighth flag capture.
GNOME: After careful testing, it was decided that this map is best played with a time limit as opposed to a capture limit. Fifteen to twenty minutes with ten to twelve players seemed ideal. We got a good game, not too intense but quite exciting nonetheless. The score here was offset because our team had one more player than the other team and we didn't notice until the game was over. Then we were like, "Oh..."
SAPPER: This map is more suited to those people who like faster paced games. You can go from one flag to the other in less than twenty seconds without interference. Me, I like the faster-paced games. Kill, kill, kill!

OVERALL
GNOME: Too many CTF maps out there are simply too big for their own good. This is a nice small map that is still good for a larger crowd. I highly recommend the download.
SAPPER: With this map, you might like to try the instagib mutator. The flares cut down visibility and make it ideal for target and awareness practice.
GNOME: Take this information in stride. We don't often suggest using that particular mutator on very many maps.

SCREEN CAPTIONS:
1) The massive loading dock above sits on a central wall that divides the central platform in two.
2) Get any closer and the tops of those two spires will glow like the burning sun.
3) This is how you get to the Blue Base. I similar entrance can be found at the Red Base.
4) Yes, you have to go all the way to the other end to get the flag...but really, it's not as far as it looks.
5) Bots don't come up here much. I'm not sure why, it's got a great view.
6) I like how the logos of Unreal Tournament and the Blue Team kind of point out where you can get a redeemer.
7) This suspicious and hidoues gateway takes you to a place where you're all by yourself. I didn't really like it there.







 
Map Comments


dabomb
06-15-2005 06:48 PM MDT
Rating: 7 
Umm, pretty nice layout. Not bad AI!

Nytehawk
06-18-2005 07:48 AM MDT
Rating: 5 
Not a bad map.

Build is very basic, you should try to work on more intricate architecture.

The layout itself is a standard 'Face' style.

Bots don't appear to have any obvious problems with the map.

A few suggestions or problems I noticed:

Firstly, the top of each base, and the crates contained therein, aren't actually attached to anything. :P Grid-locking is your friend. :D

Secondly, being able to grab both the U-Damage and ShieldBelt within one second of each other is not good for the gameplay in a CTF game. It means that whichever team manages to grab them both first is almost guaranteed to score.

Lastly, with six (that I counted) Sniper Rifles in the map, I felt that most of the other weapons were made redundant. It ended up just being a sniping game between the two teams with no scope for tactical advances on the enemy base. Try removing some of these in the map to increase confrontations between the teams.

Also, having a Sniper Rifle at each base (which isn't, in itself, a bad idea) with no cover in the map just entices people to camp and will, unlimately, end with the game ending in stalemate.

Lastly, the secret area is a nice idea, but it takes too long to reach the other end that the other team could have reached your base and taken the flag by the time you return. Plus, since, when you return, you are droped off in the central area again, this leads to the problems mentioned above regarding the ShieldBelt and U-Damage. With all of these power-ups, it'd be insane.

Good luck with your next map. :)

GeekOfDeath
06-22-2005 02:50 PM MDT
Rating: 8 
Nice map, I like the secret place idea, and the bots are pretty good.

@Nytehawk: If getting the secrets takes about as long as capturing a flag, then wouldn't that be payed off with the secrets?



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