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CTF-Kes | | Map Info |
| | File Name | ctf-kes[v2].zip | Author | [N6X]R3plicant | Gametype | UT Capture the Flag | Date Added | 01-16-2006 | File Version | 2.00 | File Size | 2.87 mb | Player Count | 10-16 | Map Description | *This is the Normal Weapons version of the map, and has everything in place you'd expect from a Normal Weapons map. Server admins: There is a .uz file contained within that may be used for Redirect purposes*
This is a large open-plan, indoor, opposing-team, arena style map (sorry, I know there's too many out there), with wooden, (custom), texturing, big-block stone walls, solid-colour signs, metal/wood sub-structure, breakable glass, pipework, deep & large expanse of water underneath the map & punchy, colourful yet warm lighting. This is the version specifically for Normal Weapon game-play. Map runs very smoothly with decent FPS on older machines, no graphics lag and plays well on multiplayer. A big thanks to Wormbo for his code to make breaking glass retriggerable, *though I did find out later another way to make breaking glass retriggerable, thanks GOD__AM; [pirate]-c4 for his help on the same topic, Hourences for his time/patience with my occassional not-so-clever questions & to my pal Wav3 for help with Alpha/Beta testing, uploading the maps progressively improving incarnations to his redirect server & for map-build suggestions. Thanks guys! If you have any questions/comments/suggestions of your own, let me know, I'd like to know your feelings about it, leave a few words behind here, I'll look after them. I hope you enjoy playing this as much as I enjoyed producing it. This map is dedicated to my Grandmother who died Dec' 24th 2004.
"I'm not afraid of dying, I just don't want to be there when it happens" - Pete Townsend. | Review Rating | -- | User Rating | 5.5 | 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 |
| Rob 01-18-2006 07:28 AM MST | Rating: 6 | | It's very kind of you to give us a version with normal weapons. The only problem is you forgot the pathnodes... Of course I've read the readme. But we shouldn't have to ask to get bot support.
EDIT: I share GOD__AM's opinion, not bad but perfectible. Bots go to the flag but then don't seem to know how to get back to their own.
| [N6X]R3plicant 01-16-2006 10:52 AM MST | | Ok everyone, Rob et al,..... bot-pathing is now complete. Map is now playable offline.
| GOD__AM 01-16-2006 05:28 PM MST | Rating: 5 | | This map kind of has a thorns/andaction feel to it. I think the scaling is too big and open in the center area. Also the lack of a lower route to the flag room hurts flow IMO. The flag room is a little sparce as arcitecture goes, which doesnt match the rest of the map well. The placement of the flag could have been raised from the floor instead of sunk in as it is. Just looks strange and kind of boring the way it is to me.
The map looks pretty good other than some glass textures that are a little too transparent, and the scaling that makes it feel almost like a minni-me map. Not a bad effort but I think you can do better :)
One last thing. Perfect symmetry (even in a CTF map) takes away from gameply in most instances. I don't mean make different bases just try to make the bases different from one side to the other in some way. Take ctf-orbital for instance. Variety is the spice of life.
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