|
|
|
|
|
|
|
|
CTF-Mardin | | Map Info |
| | File Name | ctf-mardin.zip | Author | SpiRiT` | Gametype | UT Capture the Flag | Date Added | 08-31-2005 | File Version | 1.00 | File Size | 331 kb | Player Count | 10-14 | Map Description | None | Review Rating | 2.5 | User Rating | 3 | Overall Rating | 2.5 |
|
| | | Review |
|
CTF-Mardin (UT99)
A basic CTF map that is more reminiscent of a 'first map' than anything else. The 'theme' resembles Zeto, but there's no z axis, weapons, nor botpathing. Anything redeeming? We'll see...
AWE: 1.0
Textures are sometimes aligned, sometimes just a little off, and sometimes horribly misaligned. The basic wall, floor, ceiling, detail choices are there with the only variation being with team colors. The palette is grey, and dark grey, and nothing special. The lighting is unfortunate as well. The lights present light up much more space than they should giving the map an almost ambient lit feel. They're almost all white, and almost all the same. The architecture is non-existant. Rectangular and cylindrical rooms, slightly curved hallways, and cylindrical pillars. The floor is flat (except for a small rise under the flags) and the ceilng is flat. And it's quite overscaled. Bleh. Overall, nothing's really 'ugly' per se, but there's little to no theme, the textures, lighting, and architecture are only what's required and don't show imagination.
BUILD: 1.0
There's not mcuh to work with for the build but despite this, there are a few key points to complain about. Many brushes, even rectangles, are off-grid. Zone portals were set up properly, but there's no zone info so the map is only one big zone. And although the doors are functional, one needs to bump them to activate them. This is generally a detriment - especially in CTF games. A trigger based on player proximity with a larger radius would have been the way to go. There's no ambient sound, and no botpathing.
CAST: 0.5
With no weapons, no botpathing, absolutely no zaxis, no pickups, no audio clues, no shadows, no zones, the spawn point rooms placed next to the flag, and symmetry both in the x and y directions, well, there's very little gameplay in the map - even with humans instead of bots.
I don't know if this is the author's first map or not, but I would reccomend they open a retail ctf map and look at it in the editor, and then open this one and compare/contrast the two. Then using that info, plus the list of what's missing in this review, plus the many tutorials on the web, make a go at another map. The author has learned the basics of the editor. I'd encourage him to stretch himself and learn more. But I cannot reccomend this map at all.
|
| |
| | Map Comments |
| West 08-31-2005 05:35 PM MDT | Rating: 2 | | Is this map even finished? There's absolutely zero detail, just a series of large halls with a few pillars here and there. Lighting is colorless and boring and the brushwork is sloppy in places. What's worse is that a) there are no weapons or pickups whatsoever (if it's a IG map it should say so somewhere) and b) there appears to be no pathnoding at all. I haven't bothered opening the map up in the editor, but whatever the reason the bots don't work. They just stand around doing nothing.
I give this map a 2; 1 point for working and 1 point for potential. If you'd work a bit harder on it, SpiRiT`, and add bot support and pickups (not to mention a little z-axis and eye candy) this could be a pretty good map. Still needs a lot of work though. Keep at it.
Edit: BTW, those screenshots are horrendous. How on earth did you manage to make them look like that, reduced them to 16 colors??
| Gnome and Sapper 09-01-2005 05:30 AM MDT | | I'm going to ask Arcadia to review all of your maps Spirit unless you actually start trying okay?
| ctph 09-01-2005 11:04 AM MDT | | Each base is one huge, complex brush which unfortunately gave me a few 'idspispopd' moments...
| Vatcilli zeitchef 09-01-2005 06:34 PM MDT | | Not only bad shots, 2 of the same! At least try. even a map made for instagib needs some pickups for the ones that do not really like IG
| John DiFool 09-01-2005 08:07 PM MDT | | The screenies look like they are from Coret, actually...
| Wesley "Boreas" van Dijk 11-05-2005 07:17 AM MST | | Coret with puke all over it. And coret never was a pretty baby anyways.
| Cyrss's Female Dog 01-04-2006 01:22 PM MST | | At least the Botpathing should have been in and I could of added,'instagib' etc..but the map was bland(ish) and scoreless.
Coret was good,I loved it on the UT demo.
| ZSniper 01-27-2006 05:19 PM MST | Rating: 3.5 | | I cant tell much from the sceenshots but this map is pretty boring.You have to actually play the map first.
| a_z 02-02-2006 12:13 PM MST | | you know how to make something basic, wich is good, wich is complete, of wich you can say:" i put alot of effort into that, and im proud of what i just made", and people will love it. dont think u can get a good map with little effort.
to all mappers wannabe mappers and new mappers: NEVER EVER say to yourself:let's make an instagib map! every "instagib only" map ends up without items in default game, nd ull look like a lazy bum
|
|
|
|
|
|
|
|
|
|