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CTF-Structural 
Map Info


 
File Namectf-structural.zip
AuthorJuggaloKyle
GametypeUT2k4 Capture The Flag
Date Added12-23-2005
File Version1.00
File Size11.8 mb
Player Count4 - 8
Map DescriptionThis 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 Rating6.5
Overall Rating --



 
Review


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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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