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CTF-CrystalDagger | | Map Info |
| | File Name | ctf-crystaldagger.zip | Author | West | Gametype | UT Capture the Flag | Date Added | 08-23-2005 | File Version | 1.00 | File Size | 270 kb | Player Count | 6-12 | Map Description | This is a small, fast-paced CTF map made just for fun and practice. Layout-wise it's basically a smaller version of Diamond Sword, hence the name. | Review Rating | -- | User Rating | 6 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| GenMoKai 08-27-2005 06:27 AM MDT | Rating: 6.5 | | Hey west sorry i forgot to give a further comment on your map there are some good points and bad points
Good points -nice map idea, feel refreshing -good lighning -cool looking weapon/pickup platform -nice ''walkway'' decoration
Bad points -like people said, 6-8 players only would be better -the sniper on the roof, he can stop every-one if he wants
Further in other words your maps is cool but not one of the best (i dont say my maps are) but i have to admit, you got some talent i think if you make a bigger map then this your rating will be a lot higher ;) keep going up the good work, i give it a 6.5
| Chopin 08-23-2005 05:01 PM MDT | Rating: 6 | | It is pretty small, but makes a good 1 vs. 1 map.
I would've liked to see a real way to get to the sniper rifle rather than having to translocate way up there.
| West 08-27-2005 08:40 AM MDT | | Thanks for the feedback. And GenMoKai, after reading your comment I feel bad about my review of your Vae Victis map. I was just trying to be fair and objective but maybe it came out sounding a little harsh. Just don't take it personally, mkay? :)
I agree that 8 players really should be maximum; I don't know what I was thinking. Actually, when I think about it, I might have put that 6-12 players recommendation in the level info long before the map was actually finished and forgot to change it.
Good lighting? Hehe, that came as bit of a surprise. I think my lighting sucks, I can never get it right. But then again I'm too impatient to really spend a lot of time and learn the mechanics of it.
As for the sniper, well, isn't the point of a sniper to stop people? :) Seriously though, maybe I should add some kind of wall with a narrow slit to the front of the platform, to limit the sniper's field of view a bit.
Finally, that flags-not-returning issue is horrible, I know. But as it says in the readme, I just don't know ho to fix it. Probably a perfectly simple thing but I don't understand how it's supposed to be done. Some setting in the VacuumZone info? Anyone feel like clueing me in? ;)
| John DiFool 08-26-2005 11:11 AM MDT | Rating: 4 | | Alright...
This is probably good for 4-8, gets too crowded above that. The lower route is much too tight, no room for manuevering at all. Upper route and bases work well, but the biggest problem here is that the flags don't get auto-returned to base after going over the edge (I would personally auto-return them to the nearest path node myself).
| Vatcilli zeitchef 08-27-2005 04:03 PM MDT | Rating: 7.5 | | Vacuumzones cannot be used to return flags. Try this: Place a Lavazone under the vacuumzone as a fail-safe (I'm not sure but maybe setting PainZone to true in the VacuumZone properties can help too) Anyway I'm going to dl it and check it out.
Ok I checked it out. A bit small for the player load recommendes. But that was told already. The lighting is quite white exept of one lamp near red base and those pickup bases. Indeed the sniper does cover all entreances, but he has little time and before the enemy is out of sight again so, no problem there. Botpathing is ok but they mostly end up telefragging eachother in the begin (would not do well as a JB)
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