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CTF-OutFlow2004 | | Map Info |
| | File Name | ctf-outflow2004.zip | Author | tranzcoder | Gametype | UT2k4 Capture The Flag | Date Added | 01-28-2006 | File Version | 1.00 | File Size | 12.87 mb | Player Count | 8 to 14 | Map Description | CTF-OutFlow2004: Located 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.
This is a complete rebuild of my 2k3 map CTF-OutFlow seems that meshes don't translate well sometimes. Anyway, I read the comments posted on NaliCity and implemented them in this 2k4 version. 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.
This level was designed with Excessive Overkill mod in mind; however, weapons are placed and included for other types of game play. Plays well with bots.
| Review Rating | -- | User Rating | 7 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| hawkwind 01-30-2006 02:55 PM MST | Rating: 8.5 | | coolness
| jordi 01-29-2006 09:12 PM MST | Rating: 9 | | 9
| Wesley "Boreas" van Dijk 01-30-2006 06:15 AM MST | Rating: 4.5 | | Still quite a bit of room for improvement left, I guess. - Bots don't use the higher/tunnel routes, probably because the higher one takes too much time. - The tunnel thing isn't really working, it's so small that anyone with a flak cannon has you nailed. - There is hardly any space to walk in the side sections. - Both the middle, top and side sections are straight routes, which can become boring quite fast. What might have been nice is to have some different kind of structure in the middle of each side section, which would also cut down on the hitscan weapon use. - Side entrances to the higher route are hardly easy to find, I knew they were there but only ended up in one by accident after 15 minutes. - The use of weapon lockers has one big disadvantage: you hardly ever run out of ammo. I didn't see a single bot with a biorifle or shock rifle all the time I was playing. - Health placement is overdone. It's very easy to grab 4 in a row when in the side sections, but there aren't any in the middle area. - Shields are totally overdone. *counts* 8 shields, 2 shield chargers, while the map is only for 6 to 10 players... - It takes several centuries to fall to death. - You used colored lights, but you could have used some more, and turned the saturation down, as it is hardly visible when playing. - The greenlike concrete texture you used doesn't "connect" to itself, so it shows a lot of borders...
| tranzcoder 01-30-2006 12:52 PM MST | | Hi Wes,
Thanks for the comments, in response;
- Bots don't use the higher/tunnel routes, probably because the higher one takes too much time. *** Yes, this is a problem with the path nodes, I couldnt' figuer out how to make the alternative assult paths work. I need more skillz with AI.
- The tunnel thing isn't really working, it's so small that anyone with a flak cannon has you nailed. *** The two lower 'escape' tunnels are by design a risky escape.
- There is hardly any space to walk in the side sections. *** Restricted by designed, but wide enough for easy bot navigation.
- Both the middle, top and side sections are straight routes, which can become boring quite fast. What might have been nice is to have some different kind of structure in the middle of each side section, which would also cut down on the hitscan weapon use. *** Yeah I kinda of agree, but this map was designed to be easy to navigate but provide multiple routes to the flag bases. (Also as noted the orginal design for the map was for uase with Excessive Overkill mod, with this mod you can use your weapons to jump great distances.)
- Side entrances to the higher route are hardly easy to find, I knew they were there but only ended up in one by accident after 15 minutes. *** The overhead routes were desgined to provide a surprise attack route to drop into the enemy flag base.
- The use of weapon lockers has one big disadvantage: you hardly ever run out of ammo. I didn't see a single bot with a biorifle or shock rifle all the time I was playing. *** Noted for use in future projects.
- Health placement is overdone. It's very easy to grab 4 in a row when in the side sections, but there aren't any in the middle area. *** Noted for use in future projects.
- Shields are totally overdone. *counts* 8 shields, 2 shield chargers, while the map is only for 6 to 10 players... *** Noted for use in future projects.
- It takes several centuries to fall to death. *** By design, penality for jumping into the abyss. :)
- You used colored lights, but you could have used some more, and turned the saturation down, as it is hardly visible when playing. *** Wonder if it is my monitor? Everything looks pretty on my monitor.
- The greenlike concrete texture you used doesn't "connect" to itself, so it shows a lot of borders... *** Yeah made that texture with PS, and didn't make it tiling. Got me a new toy, TextureMaker so I will be improving my texture making skillz.
Thanks for all your help, Tranzcoder(DFA)ZCoder
| Turns2Ashes 01-30-2006 10:12 PM MST | Rating: 6 | | Looks interesting but I don't like the gameplay at all.
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