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Map Info

GametypeUT Capture the Flag
Date Added03-09-2003
File Version1.00
File Size3.33 mb
Player Count8-14
Map DescriptionNone
Review Rating7
User Rating8.5
Overall Rating8.0


ReviewerArcadiaVincennesAwe Score: 2.0/3
Date04-29-2005Build Score: 2.5/3
Review SchemaCast Score: 2.5/3
User Point: +1
Overall Score: 8.0/10

CTF-DisposableV155 (UT99)

A cold symmetric CTF map that harkens back to CTF-Hydro16. It's hardly disposable.

AWE: 2.0

Texturing is really good here. There are some minimal misalignments - nothing that stands out - but the author made sure to make his brick textures line up horizontally across BSP cuts whereas most just make sure they line up vertically. It's refreshing to see that much attention to detai in terms of texture alignment. As for texture selection, we have a mostly bland palette. Bricks of a softened hue, pale concrete, and rusty metal inside, concrete, snow, and dirt outside, and concrete and grating sit above some water below. Yes it all works together but does not allow for much contrast except between the rusty metal trim and supports, and the wall/floor/ceiling texturing. There are a few odd pieces of trim missing but otherwise a good juob making sure everything's bordered well.
The lighting is fairly good. Nothing's overbright or oversaturated, however some areas may be a bit too dark for some people. There's not a lot of color variation - mostly just blue, red, or white/off-white. Again, this contributes tothe blandness but on the other hand the base coloring is more subtle than most - which is a welcome change from the neon coronas that inhabit other maps. Indstead of the light screaming 'RED BASE OVER HERE!!!!', it is more like a shy, pretty girl at a school dance who's just sitting on the outskirts waiting to be noticed. The lighting outside is a bit ambient lit but there is some shadow work and considering the map is situated at night and there are fe exterior lights, this does make sense somewhat thematically. A little more shadow work inside and out would have been appreciated more.
Architecturally, it's a bit simplistic but that also kind of fits the theme. Still, a little more architectural flair would have added some enhanced visuals.
In general, there's good attention to texture detail despite a misalignment or two. The lighting ends up seeming a little washed out from the lack of shadow contrast and scattered light sourceing, but the more muted team colors are a welcome relief to huge overblown corornas. The architecture is also a little simplistic but it does the job.

BUILD: 2.5

The map is built quite nicely. The BSP work is solid and there are no perceptible HOMs. The lifts work fine, although some people will not want to wait at the top for the lift to approach - especially when holding the flag - but they and their triggers work fine. The terrain outside was created with 3DSMax and was integrated very well into the map. The big piece I found lacking was the exclusion of variable ambient sounds. There's pretty much one or two ambient sounds through the map and that's it. No locational sounds, little to no sound variance between discrete map areas, no triggered sounds, nothing. Very dissapointing.
Overall built quite well especially considering the intergration of the BSP and terrain. I just wish the sounds had reflected the quality of the other aspects of the map.

CAST: 2.5

This is a great CTF for UT99. It will probably remind you of CTF-Hydro16 from the original in terms of general layout. But instead of a flat desperate run between bases, this map will give you some z-axis to hide behind between the bases and the positioning of the center hillock to block snipers from seeing the entire central area was a really nice touch.
Inside the bases, a little more complexity in layout would have been appreciated but at least there are seperater entrances. On the other hand, they all face the same direction and the defenders spawn quite close to the flag. However, escape and evasion are encouraged with the multiple routes under the bases and below the center hill, to the two levels in the bases, the two levels on either side of the hillock, and the lifts from the bottom tunnels, up to the center of the hillock. I personall think the horizontal space between the hillock and the base on either side could have been elongated a litle more to allow the snipers to be a little more effective. As they are now, they have quite a small window of opportunity to use.
That's about all really. Decent z-axis inside and out, many many routes, the bots function well, plenty of opportunity to change paths as a flag carrier - the map has it all. If the lifts perhaps had a large trigger area at the top, and the bases were alittle more complex in terms of layout, then I think I could give it a 3.0. As is, it's a 2.5.

In general the map is not as strong on the visual side as it is on the gameplay side. It could be a bit more attractive, it could certainly sound better, but there's very little room for improvement in terms of gameplay. Anyone who's still a fan of UT99 CTF, deserves to give this one a try.

Map Comments

03-09-2003 05:57 PM MST
Rating: 9 
I like this level a lot.. it's somehow complete. The gameplay reminds me of some Quakeworld Team Fortress levels when played in real matches. The best and the only worth playing work by Chrysaor till the moment IMO.
Some say it's architecture is somewhat plain but I think the level has everything at it's place. And it has a plus for the neat terrain and respective texturing (I read somewhere u used max to make it.. could u please send me an e-mail telling exactly how u managed to make it and texture it?).
I'd give it a 8.5 but since I can't i'll leave a 9. :]
Work on your lightning tho.

03-10-2003 12:23 PM MST
Rating: 7 
Its a bit too dark in some places or is just me?

oh also those elevators that go up for you sux cos when you have the flag and try to jump down to escape
you go up again.

07-26-2005 07:27 PM MDT
That distance of fall down to the elevators makes you loose 20 health, once you figure the elevators out, I think it's more worth it to wait for the elevators. Especially if you dont' have a flag and just want to use the damn thing.

2 Years later:
Thanks for the review Arcadia. Takes me back.

05-18-2003 02:47 PM MDT
Rating: 9 
I think this map is pretty cool (no pun intended). Makes for a really good battle getting to the flag and back with it.

11-12-2004 08:52 PM MST
Rating: 8 
Very good map with fast action and layout ! good job !

11-14-2004 01:52 AM MST
Rating: 7.5 
Good layout and solid construction..........

04-29-2005 06:22 PM MDT
Rating: 8 
I played it a long time ago and the texturing it use dwas sososososososososo leet! I mean, using 3dsMax to texture a brush! Brilliant!

Also, the lay-out aint to bad and the bases look okay. Some misalignmesnt if I recall correctly. Also, the lighting could be better to show the perfect alignment more.

05-02-2005 04:14 PM MDT
Rating: 8 
...this is one of my all time favorite ctf maps :) it runs fast, looks great, plays great - along with acam and malicious, this one's damn fun to play online and iirc, the bots are really well done too - just plain good ctf map!! cheers - you're missed c...

05-04-2005 02:20 AM MDT
Rating: 9 
Thanks to ArcadiaVincennes for the review and Chrysaor for another excellent map. I really like it ;)

05-15-2005 07:54 AM MDT
Rating: 9 
a really fun map with nice textures :)

05-15-2005 09:40 AM MDT
Rating: 8.5 
I opened this map and my first thought was 'WOW'! Great layout and textures here, nice work chrysaor! =)

05-15-2005 11:35 AM MDT
Rating: 8 
Hey great terrain!!
I play this map very often in a server and its very fun :D

06-28-2005 02:56 PM MDT
Rating: 8 
Yeah nice one, pretty straight forward, but still has a good playability.

07-22-2005 05:41 AM MDT
Nice map, some minor bugs, but you can evoid that with such a landscape.
I played it a couple of times with ig (it was a cb cupmap), but its not that much fun with ig, its a real nw map.

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