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VCTF-BeforeTheStorm 
Map Info


 
File Namevctf-beforethestorm.zip
Authortheepiphany
GametypeUT2k4 Vehicle CTF
Date Added10-10-2005
File Version1.00
File Size8.21 mb
Player Count6- 12
Map DescriptionA grouping of small islands on which a lighthouse is located.....This was a quick 4 day map i made for some guys to play on their server. This map is manta run oriented but can be easily defended against such as well. This is my first vctf map and i hope everyone has a good time with it.
Review Rating --
User Rating5
Overall Rating --



 
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Map Comments


Thrawn
10-11-2005 02:42 PM MDT
Rating: 6 
So you added the missing textures, sorry but I downloaded the version directly from Beyond Unreal. I didn't know that they are different.

And second the bots play very, very well in VCTF, I don't know what version of UT or VCTF you got but a whole bunch of vctf maps support bots.

So I suppose you should be able to add some bot paths!!
If you want an example take vctf-up-militaryfort.

But at all the theme with a fight in the night on a lonely island isn't bad.

NeoPhoenix
10-10-2005 06:12 PM MDT
Rating: 5 
Nice attempt, but between the before mentioned problems, and the fact that you can't determine the water depth, the game play is pretty much shot. A player driving should be able to determine in a split-second where the vehicle should drive. As of right now it's more like cross your fingers and hope you didn't over shoot the shallows. Also due to the wide open layout of the map, it may not be a bad idea to put a Paladin and maybe a SPAM in there. You could put them on the turret island so that it's a little harder to access.

redfist
10-12-2005 12:28 PM MDT
 
Mabye the bots want BMW's


EDIT
Why didnt you just put some floating bouys or some poles to show the paths they should take.

Vatcilli zeitchef
10-11-2005 12:02 PM MDT
 
Bots work pretty well in VCTF.
If you want to know how, download any VCTF map on
NC and check.
The other bugs are yet to be taken care off
if you fix those I might rate with a 8.5 or such

Wesley "Boreas" van Dijk
10-11-2005 12:41 PM MDT
Rating: 4 
"So I guess there are no bot paths!"
That's not it, I made a vCTF map with complete pathing, and bots just didn't use any vehicles, same with this map, so I really can't give a high Rating to this.

G.Lecter
10-11-2005 01:20 PM MDT
Rating: 5 
The bots could have done a pretty nice job here... They obviously won't mantarun nor play strategically but it's always good having a basic support to balance teams online... The music could have been added easily, too (Epic put an option to disable it, too... :D).
For the map, I don't see anything really interesting, just a nearly flatten terrain, rather difficult to drive with ground vehicles if you don't pay much attention, but anyway ground vehicles won't be useful at all here since mantas and Raptors can move way easier and faster...
The map looks really cool, though...

theepiphany
10-12-2005 10:41 AM MDT
 
hey guys, thanks for the comments. I guess i should kick myself in the ass or maybe i should kick epic in the ass, im in the process of working over the map due to a bunch of feedback i got from some clan testing. One of the big complaints was that the wheeled vehicles were pretty much useless in the map because a player would have to guess to make it from island to island. I did connect the terrain so it is possible to drive from island to island, but the spots where you can do this is just beneath the water, i made the water pretty transparent so a player could see where the shallow spots were, but that idea turned out to be pretty bad,sooooo i went with the feedback i received and put in some bridges. Upon the placement of the bridges into the map to connect the islands, the bots started playing the map, quite well too i might add, since the paths are all white. Very weird, but oh well, i was wrong, as well as my friend, who will go nameless. although technically the bots didn't play the first version of the map at all with the same pathing, with the bridges now they do. also i got some suggestions to optimize the map some more, one guy was getting 8 fps, while i was getting 70. so i brought the fog in, lowered some particle counts on some of the emitters, and used less meshes for the deco layers. I received about a 20 fps increase with these optimizations, so hopefully people with older rigs will see that nice increase as well. I have added more defense for the flags and with all of these changes i feel the map has become a lot more fun. The wheeled vehicles are not useless now, and to me it changed the gameplay of the map. ooops, i almost forgot that i have also added jumppads to help get around on foot. i will be posting the SE version in a few days and think that everyone will really enjoy the improvements to the map. thanks.....MastaKilla

Kantham
10-13-2005 03:09 AM MDT
 
Thrawn

I don't know what make you say that the bots play "very, very well in vctf" but that is totaly false.

Using vctf-up-militaryfort as an example, we will grow with crapy ion tank vctf maps. You should just learn UED or go play VCTF online, then we could see if you still think the same.


And anyway, who gives a **** about bots in vctf. They can't even manta run and their avrils never unlock you.



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