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CTF-LastBase | | Map Info |
| | File Name | ctf-lastbase.zip | Author | Mark Simmons | Gametype | UT Capture the Flag | Date Added | 08-07-2000 | File Version | 1.00 | File Size | 1.3 mb | Player Count | 8-12 | Map Description | None | Review Rating | 6.5 | User Rating | 8 | Overall Rating | 7.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Qualthwar | Awe Score: | 2.0/3 | Date | 01-03-2003 | Build Score: | 2.0/3 | Review Schema | Cast Score: | 2.5/3 | User Point: | +1 | Overall Score: | 7.5/10 |
Without a doubt, this is one of the best CTF maps I’ve seen in awhile. It took me five or ten minutes to figure out the layout, but after that, I pretty much knew the ropes. Several things add to the challenge and excitement of the map: First of all, you have automatic machine gun placements hurling bullets at you if you stray off in a certain direction. Next, there is the spinning electro-pillar. Try to jump through the bolts of energy and get a health zap. Finally, the underground tunnels get crowded with opponents who have nothing more to do than throw bullets at you while you have little room to move around. Special attention was given to the lighting, and some trim was added for a complete look. Item placement was good, but the vials might be a tad overdone. I’d play with at least 10 if I were you.
The bots did pretty well, considering the size of the place, but I never saw them take advantage of the shieldbelt near the flag. Maybe on a higher setting they would, but they were a handful the way it was. One battle stands out for me when I was returning the flag. I was still in enemy territory and bots were making their way into the room I was occupying. I had several, friendly bots to assist me and I allowed them to take the brunt of the punishment while I hid behind a pillar and saved my health for the return home. Along comes an enemy bot down a hallway to pummel me and I was forced to fight or die. If I moved one way from behind the pillar, I took fire from the bots making their way into the room, if I moved the other way, the bot in the hallway was hitting me left and right and my fellow bots were oblivious to the attack. A few, minor errors were observed, but the good outweighs the bad.
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| | Map Comments |
| Homeslice 01-04-2003 11:12 PM MST | Rating: 8 | | This map's beautiful. Wish I coulda picked it up sooner. It's got everything - good architecture, pathing, skybox, music, lighting, etc, and did I mention pathing? Bots kick arse. Good job Mark - wish we could see more work from you!
| El_Buen_Nacho 01-16-2003 03:17 PM MST | Rating: 8 | | esta aceptable este mapa, tiene buenas fuentes de luz, arquitectura y demás. pues,buen trabajo!!!(good job!)
| Leareth 01-19-2003 05:58 PM MST | Rating: 7 | | Fun to play -- the layout is good and the bots play smoothly with only a few minor glitches. Mostly good looking as well, but there is a flicker or two and I found the red/blue concrete in the bases a tad overdone.
| bazzie NL 01-23-2003 06:33 AM MST | Rating: 10 | | This is a very good map it`s in 1 word "beautifel"
| KoArAnG 02-06-2003 07:11 PM MST | Rating: 10 | | I would just like to say thanks for your comments guys,it's always nice to get some feedback on a map. I've been playin FPS's now sinse the early days of Doom and when i make a map I always try to make something that I would like to play myself, and something that my 3 year old boy can enjoy too. Yes I know hes a bit young, but hes been playin these games with a mouse and Keyboard sinse he was 2 and hes pretty good ;) Also my email thats with the readme file has changed..heres the new one koa_rang@btinternet.com lol sorry about the rating but it wouldn't let me post without one :)
| MÆST 02-09-2003 02:21 AM MST | Rating: 7 | | Great looking map. I just wish there was one more way into the flag room.
| Jez 01-21-2004 12:07 PM MST | Rating: 5 | | It's an ok map, though nothing special by modern UT1 map standards:
http://wald.heim.at/sherwood/532160/Sub/Maps.htm
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