|
|
|
|
|
|
|
|
CTF-Krakatonia | | Map Info |
| | File Name | ctf-krakatonia.zip | Author | Skorch | Gametype | UT Capture the Flag | Date Added | 09-05-2001 | File Version | 1.00 | File Size | 1.88 mb | Player Count | 8-16 | Map Description | None | Review Rating | 3.5 | User Rating | 4 | Overall Rating | 3.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Twrecks | Awe Score: | 1.0/3 | Date | 11-30-2002 | Build Score: | 1.5/3 | Review Schema | Cast Score: | 1.0/3 | User Point: | 0 | Overall Score: | 3.5/10 |
Great Glowing Green Titans!
This Capture the flag map is really just a two flag bases seperated by a bridge affair. A lower route exsists but is out of the way and serves only to be sneaky. Atop the bluff sit four translucent Titans to let you know you shouldn't be there, below lava fills the krag and is equally unwelcome.
Spawn rooms brace each side of the flag rooms and have some nice graphical touches as well as some unaccessable rooms to view. Gameplay will be snatch and dash with victory to those with a good aim. Support rooms to create cross-fire exsist but man power is better served making the run. On the whole a simple map made complex in Ued. |
| |
| | Map Comments |
| blabla 12-02-2002 02:45 PM MST | Rating: 4 | | Some nice design elements / unpolished and a little overdone
I smoked Krakatonia a few times, and though there were some cool elements, like the lava tube room reminiscient of MagmaReator, and generally the level is well constructed. There are too many detracting elements which keep it from being a great map.
The poly count when on top of the bases is ridiculous; slowing the action down considerably. The basements, which contain no less than 3 shield belts, 2 health keggers, invisibility, dmg amps, etc., to a room which has 3 redeemers. Grabbing those up, you're back on top of the enemy base where you can either teleport back to your own, or jump down and fire your redeemers behind you. Overall, far too many powerful items are strewn about.
It's also a snipers paradise; it forces players to use the teleports and make the cheese cap. Botplay is supported, with bots sniping but almost always choosing the obvious route over the bridge.
The lifts in the basement crush you on their way down..the spawn rooms are way too dark, the only way to navigate is by the glowing body armors. And don't get me started about the glowing green titans, which are supported by a battery of rocket turrets and no lighting - so when you get sick of the cheese cap, and take your frustrations out on the neon titans, you find yourself falling over the edge of an invisible ledge and into a lava river. Fun.
A 4 for the architectural design. But, completely unplayable for any length of time unless heavily medicated.
|
|
|
|
|
|
|
|
|
|