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ONS-WindField 
Map Info


 
File Nameons-windfield.zip
AuthorKantham
GametypeUT2k4 Onslaught
Date Added02-07-2006
File Version1.00
File Size6.92 mb
Player Count8 - 16
Map Description2 Node Setups

This one was made quickly, in 2 days actualy. So if there was a 4 day mapping contest for a one map well, that would have entered the contest.

It feature a new vehicle, the black manta, codded by Porcupine and skined by me. However, the black manta is basicaly the same as the stock manta but it have different statistics.

www.kantham.com
Review Rating --
User Rating5
Overall Rating --



 
Review


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Map Comments


Wesley "Boreas" van Dijk
02-07-2006 03:19 PM MST
Rating: 5 
I'm not very impressed by this map. Judging from the screenshots, I didn't expect astonishing graphics, and I got what I expected. Gameplay isn't very great either. This map consists of two cores and two nodes, with each node being connected to both cores with a relatively straight path. It is very open, leaving a lot of space for snipers and such. Cores and nodes aren't protected by any kind of architecture or terrain, making them very vulnerable to attack from afar.

EDIT: Ah, I see. But you haven't made any setup using all four of them. I created a setup like this:
Red Core - Top Node - Right Node - Blue Core
Red Core - Left Node - Bottom Node - Blue Core
When I played the second setup, I won in within 1.5 minutes both plays. With this setup, it took me almost 15 minutes to take the enemy core out. The only thing that unbalances this setup is the vehicle placement difference between the top and bottom node, giving the red team an advantage. However, I started to feel more potential for this map.
One more point to consider: The bases don't have vehicles enough for 16 players.

I think you could make a very nice map out of this by considering some of the points I just pointed out.

Kantham
02-19-2006 08:11 PM MST
 
Oi, Im sorry to hear that. I personaly enjoyed it offline.

And no, it consist of 4 nodes, sir. Try the other node setup.

Turns2Ashes
02-07-2006 05:27 PM MST
Rating: 5 
A more complicated node layout would be great, as would some more protection for the cores. They're too out in the open, IMO. Also, with the first setup, there's too much good crap at that far node for the team who has it (amp, deemer, target painter, tank, etc.), meaning whoever gets that node first will win.

Thus, I'm gonna have to agree with the 5.0 score. It's got potential and has an interesting look to it (the blocky rock cliffs remind me of Unreal), but the node layout and weapon/vehakal balance needs work.

redfist
02-15-2006 12:37 AM MST
 
Outside map, outside map, woot woot.



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