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CTF-Lost-Cabbage 
Map Info


 
File Namectf-lost-cabbage.zip
AuthorWinegumS
GametypeUT Capture the Flag
Date Added03-13-2006
File Version1.00
File Size8.8 mb
Player Count10
Map DescriptionThis was an earlier map i made, i was made this map to play around with ideas and make a good looking kinda FUN map... as u might of guessed from the name, also the lift jump and the green tubes :P
Review Rating --
User Rating7
Overall Rating --



 
Review


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Map Comments


a_z
03-14-2006 01:01 PM MST
Rating: 6 
just before i start playing: i dont need fractalfx richrig or SGtech. some1 who can do it easy, remove them for others

played :)

first good stuff. texture-wise its all good. u trimmed, u chose variance in textures, but there i go to whats bad. the most minor is a bsp error in ur sub-water tunnel. i get blocked by something invisible there on the sides. second, way more fundamental, is the lighting somehow you seem to do some hokus-pocus at the flagrooms, because i dont see no red lights. i dont see no blue lights. how do u see tints of colored lights? there we go to the other problem, oversaturation. the saturation is so high, the red and blue tints blur by whiteness. see the saturations: 127 and 255 all over the place. if you have 1 light with 128 saturation, and u wanna replace it with 3 lights, divide saturation by 3, making it bout 43. it works for me.

furtheron we got some flow problems. i take the belt, dive into a green slimelike water[no dammage] go on through the hatch[wich goes through the pipethingie, weird] and i get amp. to close man. and the pulse gun and some ammo pickups. i cant jump to them. i need to get out my TL to get to them.

ow and, some zones are tiny man
i wanted some music to

still it has to be said the bsp-work is good, the texturing is good, heard some nice sounds, and you can look over the weird thingies

i'd say u needa make another version, less saturation will make alot of differance, music would be nice, make some items more accesable, and id suggest reconsidering some item placements

*edit: map to experiment? i got my own map for that, "a_z's mansion" its full of gimmicks, kicker kicking u over the house, a fan shooting u up, after wich gravity sends u back down etc. all that sort of gimmicks. but learning architexture is tough, i cant do it all that right either

WinegumS
03-14-2006 12:34 PM MST
 
Thx for all your comments, i agree with lots of them and will try and make it better i seemed to have lots of problems with that tunnel and bugs, one day i would compile it and it would be fine the next day buggy again ... but the problem with this map is i seem to spend ages on it and get no where! But as i mentioned it was a map really to experiment on and bring some random and possibly strange ideas from my head to the map.

But i will give it another go and try and make it some what better as i like the maps its self. As you may have noticed lighting is never my strong point :P even though i follwed the tut's. but ill take all your ideas on board, Thanks again!

ye, my other map is better i agree but its like a learning curve this one was done before the other.. so by next year ill hav a great one in all sense :D

kaiser
03-14-2006 09:08 AM MST
 
Loads with 24 bots, pathing poor, hard to make a cap. Layout's OK. Not as good as his other map. Once again contains common UTX's.

NightStar
03-14-2006 10:43 AM MST
 
Well, I cant play, says I am missing package FallOut.Wall
I do have the FallOut.utx in my textures folder :(



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