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CTF-ElectrodeOverload | | Map Info |
| | File Name | ctf-electrodeoverload.zip | Author | tranzcoder | Gametype | UT2k4 Capture The Flag | Date Added | 02-10-2006 | File Version | 1.00 | File Size | 7.77 mb | Player Count | 4 to 14 | Map Description | :PERSONAL LOG :Jan 16, 2120/16:20:00 :BEGIN ENTRY
Damn it, I told Remus this arena was too dangerous. Now I'm stuck with a contract for 20 matches. This place gives me the spooks. Shit, not even the techs have any idea what it was used for, let alone how to turn it off. As if I don't have enough to worry about with Gorge running the flag for the Blues, now I have to keep clear of those damned electrodes. All this unleashed power makes my skin crawl.......Note to self: Purchase new rubber soled boots.
:END ENTRY | Review Rating | -- | User Rating | 3 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| Wesley "Boreas" van Dijk 02-12-2006 03:31 AM MST | Rating: 3 | | Man... I think the best about this map is the desciption :|
I had my first kill only second after starting the map. Came out to be my team mate, that was crushed by the forces of random or such. A few minutes later, I run out of the enemy base only to have an "electrifying experience". Things like these just ruin the whole game, randomness just decides who lives and who doesn't.
And it's not much of a looker either. Layout is really basic, and occasionally confusing (with the teleporters). And the texture usage... I wish they never made that abaddon package >_<
EDIT: There aren't any clear descriptions on how to get good gameplay... but, I suppose you want it for the vCTF map. Some few basic things to think about: Balance vehciles and pedestrians. Avril can help you with this, and teleporters for flag holders and stuff. And the usual ctf stuff: use multiple routes, make use of Z-axis...
| tranzcoder 02-11-2006 02:36 PM MST | | Yeah, I had this map sitting around for about a year, and just wanted to finish it up as a build for 2k4. So no new textures, or stuff. This map does have random actions involved. In the flag room the crushers are triggered so if anyone is following you they will be caught by the crushers. Out in the main hall, I orginaly had move crushers, 119 to be exact, but that many movers REALLY screws up game play. I replace those movers with trigger lighting strikes, there is a 10% chance that you will be hit by lighting and damaged is 10 for each strike. Kinda of just and experiment for triggered scripts.
Personally, I feel that random elements can add to the theme, but in this map I over did it I think.
Anyway, the bots do play very well, been learning to using Defense point and attack routes. Thanks for the feed back.
This is the last map in the 'cube' style. I am currently working on a VCTF which has all new meshes and textures.
Hey anyone know where I can get some kind of document on gameplay?
Thanks, Tranzcoder
| Hourences 02-16-2006 05:55 PM MST | | http://phalanx.planetunreal.gamespy.com/tut%27s/tutorial_design.htm http://www.planetunreal.com/teamvortex/davidm/tutorials.htm
The traps were kinda fun but only for non serious games. It wont hold up for serious games. Traps shouldnt be too dramatic, the lighting strikes are doable but the crushers will get frustrating because they are too powerful and block your way and view a lot. The middle room is too high, lots of falling damage and lots of risk falling down because of too thin walkways. Teleporters also are a kind of last minute save option so dont over use them. They are kind of lame and only used when the designer didnt found another way to connect 2 areas. You need more sourced lighting btw. For example in the middle theres a lot of light and a lot of white light but very few lamps and specially not powerful lamps that are able to lit up such large space
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