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CTF-LostFortress | | Map Info |
| | File Name | ctf-lostfortress.zip | Author | SyCoDaWgg | Gametype | UT Capture the Flag | Date Added | 05-25-2001 | File Version | 1.00 | File Size | 1.64 mb | Player Count | 6-10 | Map Description | None | Review Rating | 6.5 | User Rating | 5 | Overall Rating | 6.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Kain | Overall Score: | 6.5/10 | Date | NC2 06-01-2001 |
This is an above-average medium-sized CTF map suitable for up to 10 players, and shows great promise for the author. For all intents and purposes the map is symmetric, although some textures and details have been changed to make each side distinctive, and is a good way to make the map more interesting without requiring that much extra work. The layout is ok - there are a few ways between the bases, but it is very flat and left me wanting more multi-layered rooms. Frame rates are high throughout, movers work fine and the technical side of the map is generally good. The map features a music track taken from Unreal (which, for the record, I think are great) and many ambient sounds to heighten the atmosphere.
There are a few things, however, that detract from the experience. Of the previously mentioned ambient sounds there are some 'one-shot' sounds (such as screams) that just repeat endlessly and grow very tiresome. The only way to use these sounds is to use a 'dynamic ambient sound' and make it repeat every 20-30 seconds instead, or mix a few different scream sounds together and it will randomly pick one to play at each interval. Also I was wandering around thinking this all looks ok until I found, amidst the UTCrypt textures, a pipe using one of the UTech textures. Even the darkish lighting cannot stop it looking completely out of place. And while there are multiple routes between flags they do not interchange or cross over much, meaning that when you are committed to a route you cannot change your mind - the map is very linear in this respect. Lighting is of a high standard throughout and there is good use of shadow, although maybe a couple of brighter spots would not go amiss. My final gripe is that the really powerful items - the shieldbelt, UDamage, Keg and Redeemer - are incredibly easy to get, requiring little more than a walk into a crate, and when a player has one the tight layout makes it very difficult to attack him.
Bots use only the one route to capture the flag but use lifts etc fine. There are also little diamond-shaped windows that look out into the skybox but (this is hard to explain) because of where the author has placed them when you look out you will not see the outside of the structure that you have supposedly walked through seconds before. Play the level and you'll see what I mean.
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| | Map Comments |
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