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CTF-OutFlow 
Map Info


 
File Namectf-outflow.zip
Authortranzcoder
GametypeUT2k3 Capture The Flag
Date Added10-20-2005
File Version1.00
File Size8.47 mb
Player Count6 to 10
Map DescriptionLocated deep within the bowels of a waste water processing plant. This is the last stop for the millions of gallons of processed in the plant above. AS this dangerous place is normally closed to all unauthorized personel, it makes the perfect arena for the tournament.

NOTE: This map does not play well on 2k4. Download CTF-OutFlow2004 for the new and improved 2k4 version.
Review Rating --
User Rating8
Overall Rating --



 
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Map Comments


hawkwind
10-21-2005 07:46 PM MDT
Rating: 8 
hm..that sounds like a 2003 to 2004 conversion error, ,i have seen this happen in quite a few 2003 maps (see CTF-Fortress) where BSP stairs become non solid. i just make a blocking volume stair the same size and shape as the origional stair.
this really isn't an error or "bug" in the map

edit: yes, its the 'ole disapearing collision thing again. works fine in 2003, which is how transcoder made it and posted it. understand that its not an author's fault that he made a map that plays perfectly in 2003, and epic screwed up and didn't fix the transfer code. they told us it was 100% transferable. THEY made a mistake. i see this "error" on many maps. if you want to rate this map, please install 2003 and enjoy.
i ran through a couple games with normal weapons. seems really balanced. seems like it should be a blast iG, so i will install it on my server
those grates that don't look semi solid but are, are a devise used time and time again. did you find the 2 tunnel escapes that give the E.F.C. a decent chance of getting out of the flag room? they use the same "looks solid but ain't" trick.

anyway, weapon layout is fine. i loved the locations and choices. construction is great, but i would have loved to see some custom textures.
this is a classic ut2003 layout with 3 main routes and 2 "fool them" routes. gj.

my only gripe is the big doors. some are lit with team colours, some are unlit. some lit ones don't work and some unlit ones do. it would have been better to have all working doors lit (red and blue for the base sides, and white for the middle ones) all none working doors should be black lit. i know you have a little beep warning, but i shouldn't have to try a door to see if it works.

tranzcoder
01-27-2006 11:02 PM MST
 
Yeah, I really didn't test it in 2k4. I just kinda assumed it would work fine. Even though I have 2k4 and play all the time, I have been making maps with the 2k3 editor thinking my maps would play on two platforms. So much for that theory....

Well this map does play well on 2k3 as it was designed. However, I like maps to work right, so, I have done a complete rebuild with 2k4. CTF-OutFlow2004 is now available and I have implemented the changes that were suggested in the comments above, to wit;

1, Broke down and purchased TextureMaker. Made all new textures for map. (or mostly new I think).
2. Fixed all meshes and collision hulls.
3. Doors now twice as fast.
4. Re-distributed weapons to made it harder to get FULLY ARMED.
5. Added colored steam emitters in to indicate team areas. (Team color textures also used).
6. Added "No Entry" signs to non-active doors.
5. Extensive blocking volumes to increase performance. Lowest FPS was about 50-60 in 2k3 version, improved to 65-75.

Thanks for the suggestions,
Tranzcoder(DFA)ZCoder



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