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UT - UT2003 - UT2004 - UT3 


CTF-Rell_v2 (UT2004)

Map Author: CyMek
Download Here! (19.86 MB)
Date Reviewed: 28 March 2008
Reviewer: Virgo47

I don't know anything about first CTF-Rell, I can't even google anything with that name, but while we don't have to write map names and we can start it with few clicks I don't care for v2 reasons. What I know is how this map started. Because we both with Cymek were in that Kranial Games pack together I know that this started as a map for it. And I remember early alphas as well. Since then Cymek finished the pressure chamber, changed texture pack to emphasize vertical architecture of this map but otherwise the layout is pretty much the same.

Rell is generally three tier map where two lower one works as normal floor and the upper one is intended for grasshoppers... or for UT2004 flying players for that matter. The whole map generally consists of three areas - flag room, central area and another flag room. These are connected with side hallways. Flags are on the lower floor in a sort of courtyard. Both flagrooms are connected with quite short route on the same level, but although there are 4 healths and redeemer this route is not what you would likely use in online matches with players. One touch (or shot) to magic button that's available in both bases and you're pressurized like in 99, yeah! ;-) This is cool thing and I like it. Bots are more lame (not only) with these buttons, but sometimes they use it when it makes sense. Don't expect miracles though.

Alternatively you can take lift from the lower level and choose if you want to run via second or third floor (which I recommend). There is flak, link and double damage on the second level that goes around the whole yard - that makes it quite difficult to pass because defenders get there fast from their spawn positions. Doors on second floor leading to central room are tricky - you can get to central room, but not back - unless someone opens them for you from the flag room. In the central room you can grab shield and also watch scenery in the pressure room via grate floor. Then you have to take some of side paths to get somewhere else.

Visuals underline the verticality of the map - mainly thanks to Hourences' textures. Texturing is good, consistent, no mess, I like this. Lighting is good as well. I expected more over-saturated spots in Cymek's map :-) but in this case it was handled well. Bright yellow light comes from the animated skybox and this is mixed with some mostly green lights. I don't have anything against this combination because in the end I can see all I need to. Map has quite rich sound background - although as you can imagine in a map like this it's based on hums and buzz. Custom music track by Zynthetic is a nice touch too.

Layout is simple and it might be effective but bot pathing suffers from few problems. A lot of planks offer some ramp jumping opportunities - but I have to say I had problems to use them. I tend to slide to sides and not get to the top yet I consider myself not that lame jumper. Now think about this in the middle of combat. Bots taking flag tries to get out of the yard using dodge jump too. I never saw them succeed. I saw defenders stuck on the same spot. Sometimes less is more really - without these chances to get out it would be better. Lift in the flag room offers so many possibilities where to jump that adding ramp that doesn't work in the end is problem. I also found very ugly BSP error - invisible collision. If you decide to use lift in the red base and jump to the right (looking toward blue base) and then jump from two healths to lighting gun, you'll probably fail because there is invisible something. I thought that trim is the problem, but no - it stops shock cores as well. Considering this as quite popular escape path (toward the manhole with vials) this is really a smite for this map.

If you like Cymek's Decrepit you might like this as well for it's vertical nature and straightforward hectic gameplay (4v4 is good playercount) but I'm afraid you'll not play this over and over again because in my eyes the map would bear a bit more tuning in the finishing phase. But why not for a few fun games? Especially if you like pressure. ;-)

Bottom Line: Error prone map that would otherwise have been nice hectic CTF with crazy battles mainly in flag rooms.

Score: 5.5
Average User Score: 6.5 (1 scores)

(marking schema)

T2A`
Score: 6.5

CyM

2008-03-29 02:54:52
CyMek

Thanks much for the review! Spot-on, imo. I seem to be dropping half a point per map- perhaps it is best that UT3 is a game I can't get into. ;)

Edit: T2A!

2008-03-29 00:41:49
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