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CTF-Structural | | Map Info |
| | File Name | ctf-structural.zip | Author | JuggaloKyle | Gametype | UT2k4 Capture The Flag | Date Added | 12-23-2005 | File Version | 1.00 | File Size | 11.8 mb | Player Count | 4 - 8 | Map Description | This structure was once abandoned, and even inhabited by hobos. Luckly for you, it has had funding to keep it alive, so the Unreal Tournament could take place here.
| Review Rating | -- | User Rating | 6.5 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| ArcadiaVincennes 12-23-2005 03:02 PM MST | | 'Gratz on finishing it!
| Luv_Studd 12-23-2005 04:35 PM MST | | Awsome Juggalo... downloading now!
| souldividersjosz 12-24-2005 04:50 AM MST | | Downloading for sure! Looks like it came out quite nicely there, dude! (I'll rate when I've actually played it)
| goldfenix 12-25-2005 09:53 PM MST | Rating: 6 | | You need a package called ambcity to play it. It isn't included. It can be found in the CBP2 i think...
Its alright of a map. I have the necessary package to play it so I did and it is pretty good. Lots of custom graffiti like textures, similar to my map thats going to be here in January.
i need not worry about framerates with my computer...heh heh
| Add_x101 12-25-2005 01:41 PM MST | Rating: 6.5 | | Great, JK nice work.
Edit: fps issues, what fps issues...
| JuggaloKyle 12-25-2005 02:22 PM MST | | The FPS on mid/lower end PC's is kinda low. I'm going to release a FE *fixed edition* with FPS fixes and some gameplay fixes.
| Wesley "Boreas" van Dijk 12-26-2005 03:36 AM MST | | This map isn't visually stunning, but it has a nice flow :)
| RichyB 12-27-2005 12:15 PM MST | | Fix the bugs up mate and ill rate your map above a 7.
| G.Lecter 01-02-2006 04:06 PM MST | | Nice layout, it gives plenty of ways to escape with the flag falling down and going up with the lifts/liftjumps. I'm glad you're making a fixed version, this one looks a bit unfinished IMO. Hope these points will be helpful... - The map scale feels huge, especially in the centre rooms (I'd scale them down by 25%...), and the z-axis scale should be scaled down a bit, too. - Weapons should be more spread along the different paths, instead of having most of them in corners and mini-deadends. Healths and rows of vials should be more spread, too... - The bots do a pretty good job, but they still need to have more translocator jumps pathed to move around better... - It would also be good substracting more things in those big walls in the middle and adding some meshes there. Textures on the walls look too scaled up IMO. - Changing the white lights to brownish ones would be OK... And brighter sunlight could bring a few nice shadow effects... Good luck with the next version! :)
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