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Map Info

GametypeUT Capture the Flag
Date Added05-28-2005
File Version1.00
File Size4.9 mb
Player Count6-10
Map DescriptionLarge sized symmetrical CTF map.
Low poly:100-250(max)
Special thanks to Hourences for the great textures HourindusX and Hourpitores and N3odoc for beta testing.
Review Rating8
User Rating8
Overall Rating8


ReviewerArcadiaVincennesAwe Score: 3.0/3
Date06-02-2005Build Score: 2.5/3
Review SchemaCast Score: 2.5/3
User Point: 0
Overall Score: 8/10

CTF-Gataka (UT99)

An industrial CTF utilizing the new and excellent as always Hourences Texture package HourPitores_UT. Its gameplay is as good as it looks and it looks as good as it plays.

AWE: 3.0

The texture usage is complicated yet well applied. Quite varied between the walls, floors, and ceilings, the textures are well applied with nary a misalignment in sight. Usually this much variation would blend the different map areas together so that landmarking the map based on colors/textures becomes difficult,
however there's just enough consistency within each area, most notably the central area, that this landmark loss does not occur. There is some nice contrast between lighter/greyer texture usage for floors, walls and ceilings and darker/browner textures for the trim and support areas to more clearly delineate the architectural forms. The gestalt of the texture use comes together quite nicely and holds the theme toghether very well.
The lighting is quite nice throughout the map. The team colors, unlike many maps, are subtle and not oversaturated. The indicate the map sides very well
without being overbearing. Hotspot/highlight usage is very well applied matching with each light and creates a nice play between light and shadow despite the overall lack of object-created shadows. The pools of light follow each hallway and turn leading into the sunny central area. I almost wish the light illuminating the central area was placed at a bit more of an angle to accentuate the shadows from the large forms in this room but I'm really not going to complain about it.
The architecture certainly harkens to industrial maps althought this one seems to have a pinch of the urban/city theme thrown in. This impression is reinforced by the 'street' running through the center as well as some of the modern building shapes in the central area. However, I guess that if one exits an industrial building in Real Life (tm), then that's what one sees. The architecture is pretty much traditional industrial with rusty support beams and the occasional grate thrown in. But with the aformentioned contrast in texturing, they give form and substance to the theme and truely accentuate it rather than being a desultory addition.
In general, this is probably one of the best industrial maps I've seen in a long time. Despite the overwhelmingly brown color palette, the touches of grey and
various browns coordinate into a larger view of what an industrial map can look like. Gone are the multitudinuos grey concrete or brown rusty metal walls.
Instead, contrasting light and dark both in textures and light help the overall architectural forms stand out and bring visual interest back to the industrial map.

BUILD: 2.5

The BSP work is quite nice and all the brushes fit together quite neatly. The map is zoned well, and although the largest zone could have been reduced some,
there was really no need to do so as the gain would have been minimal. The bot pathing is well implemented with appropriate alternate paths and associated
special paths. The lifts worked just fine. The only downside was with the ambient sounds. Although there was nary a silent area in the map, most of the
sounds were locational in nature and some didn't quite fit their environment. For example the map contains no computers, monitors, or anything electronic other than the lighting, yet the author saw fit to place the traditional Unreal/UT working computer sound in a hallway. Perhaps I am jaded by previous unreal games but I can't but think of Skaarj or human computers when I hear that sound. Even if I stretch my imagination I can't imagine what else it could realistically

represent. There were some other locational sounds dotted through the map that didn't quite seem to fit their environment. The other thing I missed were
triggered sounds. Perhaps they were there but I could not hear them.
In general, the build is very good, the only downside being the soundscaping.

CAST: 2.5

The map has plenty of gameplay for CTF lovers out there. Z-axis is everywhere both straight-up two-floor z as well as variable z. And the bots will use this to their advantage. The bots are pathed quite well and will use all the routes so if you're trying to catch a bot flag capper, you'll have a tough time finding them in the map simply because they're not very predictible. The flag routes contain plenty of opportunity to drop and turn or ascend and turn and you'll need to keep
tabs on your opponent if they're trying to get away from you. Weapon layout is pretty good as well and you'll never find yourself wanting. The one complaint I have is that the shield belt and the damage amp are both centrally placed right above/below each other. They are seperated by a walkway/enclosed path, but it's still too easy to Xloc up to the shield (or walk over to it) and then a short walk to the end of the walkway and then back to the center and you're fully stocked with shield and damage. I understand balancing the map by placing these items centrally, but picking these items up on the way to the flag means that you're pretty much going to destroy whatever defense the opposing team has set up. And due to the nicely complicated layout, finding the flag carrier on the way back can

be a slight challenge.
Despite the non risk/reward of the superpickups, the rest of the gameplay on the map is quite good. The layout, the weapon placement, the botpathing, the whole package all combine for quite the plesant gameplay experience.

To put it all together this is one high-quality map. A fresh industrial look that brightens the traditional dull grey cement and stained metal genre, a great build executed with expertise, and multi-layered gameplay all round out the map very nicely. A must-have for CTF fans, it may also be a must-have for others as well.

but that's something you need to decide.

Map Comments

05-28-2005 08:08 PM MDT
Rating: 8 
Another awesome map from KaMi! I mean what did you expect?

Anyways, it follows pretty much the same theme as Vaultcity but bigger. The flow is great on this map and the bots play it very well. Texturing and lighting are also great.

So if you liked Vaultcity, grab this, you won't regret it. For other's, this a damn fine CTF map.

05-28-2005 07:54 PM MDT
Rating: 8.5 
Sure one of the best CTF map thst i have on my computer... The gameplay is simple and really good !!I love it, you did it again KaMi...Good job!

05-28-2005 08:34 PM MDT
Very nice, almost reminds me of Quake2 with all the yellow-ish lights. nice blending of different textures too.

06-02-2005 01:06 PM MDT
Thanks for those nice coments :).
Conversion to 2k4 as DM type soon.

EDIT:Thanks very much for the review Arcadia :)

05-29-2005 06:40 AM MDT
Rating: 8 
Nice map, great layout, wonderful ideas.
Maybe a little yellow / orange in the red base, but it doesn't disturb. Bots gave a good match.

05-31-2005 04:58 AM MDT
Rating: 8 
Echo the very nice comments.

Blocking volumes in the center area annoying (above the catwalk with shield) and shock rifle too close to the flag.

06-02-2005 05:36 PM MDT
very nice work kaMi :) lighting is quite nice and its an excellent map as well as demo of the texture sets - keep making texture packs hourances, and keep making maps kAMi and crew -- u guys are giving UT99 new lifeblood, and mappers new inspiration :)

06-02-2005 10:32 PM MDT
Rating: 8.5 

06-03-2005 05:44 PM MDT
Rating: 8.5 
An exellent CTF map! The layout is complicated and full of Z-action, and the visuals... just great!

There are just two minor things I'd like to point out:

First, the map is better with 8 players. It is a bit empty with 6.

Second, all Kamis (and some other authors') maps have a path in their archive (CTF-Gatakactf-Gataka.unr). I can extract most of the maps just to maps folder, however with Kamis maps I have to extract them separately. It's truly a minor thing, but it gets on my nerves.

06-05-2005 07:47 AM MDT
Rating: 7.5 
Very nice visuals, great architecture.

Though some points to comment on:
- The sound effects were quite basic to me, no standouts.
- The map feels too big, like the player is too small sized in the map. It would all have been better if the scale was like a quarter less. This map is too big for a decent 5on5 CTF war.

Offtopic: How come this map gets a review already after 2 weeks on Nalicity? Is it because of the popularity of the author? Just curious :)

07-01-2005 04:35 PM MDT
Rating: 7.5 
I think the scaling is off. This level felt a bit off in a lot of ways. I'm sorry I can't be constructive. It was good, but... unspectacular? Maybe that's the word.

Hourences got some nice publicity outa this one too. ;)

07-10-2005 09:39 AM MDT
lmao @ Andy. Well Anything by KaMi is an automatic 8 in my book but I don't UT anymore so I can't really rate it at this point in time. Screenies look damn nice though.

Dark Amortax
07-16-2005 07:44 PM MDT
Rating: 8.5 
Another spetacular map by KaMi.Altough i´m new here,KaMi´s maps surprises me a lot!I mean,this map is fantastic!But(there is always a but),i tought that the combo Shield Belt/Ultra Damage is too close.Like Arcadia said,it´s just some catwalks and you got a destructive combo!Except that,that map is great!!!
Good job KaMi!!!Keep it up!!! :)

11-16-2005 05:59 PM MST
Rating: 9 
Man, your CTF maps rock:) Very impressive UEd work.

@Petrus: I don't agree with you at all. Have you ever heard about 'urban/store' or 'post-industrial' themes? This is it and KaMi makes it perfectly.

11-16-2005 09:16 AM MST
Rating: 7.5 
KaMi tends to present something of a paradox with me. On the one hand, his brushwork and lighting are consistently awesome, such that I find myself thinking, "Why don't I automatically love these maps?"

I think the answer is that because architecturally they are great in some respects, (and yes, far superior of what I'd be capable of putting together, I'll admit) the overall layout generally feels chaotic. They tend to feel like a bunch of very (in themselves) competently and cleanly built pieces of architecture randomly thrown together. DM-LastCrusader in particular reminded me of the interior of Jareth's castle from the film Labyrinth.

So yeah...I continue to be in awe of Kami's ability to mould individual brushes, as well as his use of lighting, but to me the overall impression created by his maps is random and doesn't feel like there's an overall theme.

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