Now that all the entries are officially in, thought I’d start a thread to discuss them whilst we await the final judging. Specifically, I wanted to focus on the VCTF category to start off with given that it has the fewest entries (and also happens to be my favourite gametype in UT3 ).
I’m very shocked that VCTF had the fewest entries (only 7) given it’s rather large popularity. I was suspecting that Warfare would have the fewest (given how complex they are to do and how little time the phase 1 deadline provided) which is why I entered into Warfare for phase 1 (8 entries in total). Though I guess if I entered into VCTF then there’d be 8 entries in VCTF and only 7 in Warfare .
Anyways, starting in Alphabetical order, I thought I’d discuss VCTF-Asunder first. I believe the contest description mentioned that they were looking at visuals, gameplay, and performance.
VCTF-Asunder
Visuals:
The visuals are simply stunning in this map. Actually, overall, I’d say this is probably the best looking VCTF map of the bunch. In fact, I can see this map probably earning top 5 in the “best looking map” category. That’s not to say it isn’t without its visual bugs here and there, and there’s nothing you haven’t seen before (it’s not some super-bizarre alien planet) but even still, there’s just good visual flow and balance all around.
(looking out from this walkway, it seems beyond the tree to the left lies the Great Checker-Board Plains... whoops! )
Gameplay: While the gameplay is generally good, this is where the map starts to hint that it’s really only in the Beta phase... Right from the VCTF menu, you’ll notice that the map is missing a preview image and a description. Upon loading and starting the game, you’ll see that the mini map image is missing and utterly devoid of anything except the two flag icons .
Starting the game, the first thing I did was check out the flag location and jump over the railing into the water to take a trip down the waterfall. Unfortunately, while the water at the bottom of the falls is A-okay , the innocent-looking stream at the top is apparently insta-kill lava in disguise
(I see no reason why the stream at the top of the falls should be insta-kill; it’s well within the map boundaries).
Despite rocky initial impressions, the gameplay is not too bad, and the mapper clearly decided to be bold and go with an asymmetrical map design. While I’m glad to see such a bold move, unfortunately, I feel as though the map is rather heavily stacked against blue who’s flag is surrounded by crates and other cover, and is generally very easy to grab and disappear whereas the red flag is wide out in the open and very hard to get to without getting sniped off, let along escaping with it . The map is also marred with serious collision bugs. There are meshes with no collision that should have it (i.e. railings) and other meshes that have collision but shouldn’t (i.e. thin foliage, chain-link fences that bounce-back flak at you if you try to shoot through them) and some meshes with collision that’s totally off (i.e. those rocks in the middle near the church on the red side of the map, you’re either hovering above them at one moment or walking through parts of them the next moment. Bots also get themselves caught on geometry often, but yeah, that's UT3 bots for you .
(You can walk past these logs and get to the bridge, but the bridge has no collision so you’ll fall through and land in the water below which, of course, insta-kills you ).
Also, in general, the map looks and feels very much like a CTF map to me and with no roads or obvious vehicle paths, I thought the vehicles seem kinda outta place. Also, there are only two vehicles per side: a Goliath and Manta. I feel that if these two vehicles were gone, we’d have a perfectly good CTF map .
Performance: Unfortunately, those beautiful visuals come at quite a cost. Whereas I can get a solid 40 to 45fps average on Suspense and other VCTF maps, I average well below 30 most of the time here. In fact, near the red flag, during a battle I average 15-20 fps. During play, most players with mid-range GPUs (like me) are going to have to turn down their settings while playing this map and then put them back afterwards .
Creativity: While not mentioned as a judging factor, I think it’s important to keep in mind so that we don’t simply get a series of VCTF-Suspense-Necris_vs_Axon spinoffs or CTF-Face243 .
The layout for the map is pretty unique and the asymmetrical design is very creative and bold. However, the gameplay will probably remind you of regular CTF, just with hoverboards and getting run over with mantas from behind and being gibbed by goliaths-from-nowhere camping the flags .
Overall: It’s a map of stunning beauty and creativity with great care and professionalism put into it, but unfortunately marred by a number of glaring gameplay bugs. However, it’s nothing a little bit of polish and sufficient testing can’t fix. Overall, I enjoyed this map more than several of the stock UT3 VCTF maps, and it’s definitely in the right place here at MSU .
I have a feeling we’ll see a shiny new polished VCTF-Asunder (or perhaps CTF-Asunder) in phase 2 and it will be a force to be reckoned with!
I’m very shocked that VCTF had the fewest entries (only 7) given it’s rather large popularity. I was suspecting that Warfare would have the fewest (given how complex they are to do and how little time the phase 1 deadline provided) which is why I entered into Warfare for phase 1 (8 entries in total). Though I guess if I entered into VCTF then there’d be 8 entries in VCTF and only 7 in Warfare .
Anyways, starting in Alphabetical order, I thought I’d discuss VCTF-Asunder first. I believe the contest description mentioned that they were looking at visuals, gameplay, and performance.
VCTF-Asunder
Visuals:
The visuals are simply stunning in this map. Actually, overall, I’d say this is probably the best looking VCTF map of the bunch. In fact, I can see this map probably earning top 5 in the “best looking map” category. That’s not to say it isn’t without its visual bugs here and there, and there’s nothing you haven’t seen before (it’s not some super-bizarre alien planet) but even still, there’s just good visual flow and balance all around.
(looking out from this walkway, it seems beyond the tree to the left lies the Great Checker-Board Plains... whoops! )
Gameplay: While the gameplay is generally good, this is where the map starts to hint that it’s really only in the Beta phase... Right from the VCTF menu, you’ll notice that the map is missing a preview image and a description. Upon loading and starting the game, you’ll see that the mini map image is missing and utterly devoid of anything except the two flag icons .
Starting the game, the first thing I did was check out the flag location and jump over the railing into the water to take a trip down the waterfall. Unfortunately, while the water at the bottom of the falls is A-okay , the innocent-looking stream at the top is apparently insta-kill lava in disguise
(I see no reason why the stream at the top of the falls should be insta-kill; it’s well within the map boundaries).
Despite rocky initial impressions, the gameplay is not too bad, and the mapper clearly decided to be bold and go with an asymmetrical map design. While I’m glad to see such a bold move, unfortunately, I feel as though the map is rather heavily stacked against blue who’s flag is surrounded by crates and other cover, and is generally very easy to grab and disappear whereas the red flag is wide out in the open and very hard to get to without getting sniped off, let along escaping with it . The map is also marred with serious collision bugs. There are meshes with no collision that should have it (i.e. railings) and other meshes that have collision but shouldn’t (i.e. thin foliage, chain-link fences that bounce-back flak at you if you try to shoot through them) and some meshes with collision that’s totally off (i.e. those rocks in the middle near the church on the red side of the map, you’re either hovering above them at one moment or walking through parts of them the next moment. Bots also get themselves caught on geometry often, but yeah, that's UT3 bots for you .
(You can walk past these logs and get to the bridge, but the bridge has no collision so you’ll fall through and land in the water below which, of course, insta-kills you ).
Also, in general, the map looks and feels very much like a CTF map to me and with no roads or obvious vehicle paths, I thought the vehicles seem kinda outta place. Also, there are only two vehicles per side: a Goliath and Manta. I feel that if these two vehicles were gone, we’d have a perfectly good CTF map .
Performance: Unfortunately, those beautiful visuals come at quite a cost. Whereas I can get a solid 40 to 45fps average on Suspense and other VCTF maps, I average well below 30 most of the time here. In fact, near the red flag, during a battle I average 15-20 fps. During play, most players with mid-range GPUs (like me) are going to have to turn down their settings while playing this map and then put them back afterwards .
Creativity: While not mentioned as a judging factor, I think it’s important to keep in mind so that we don’t simply get a series of VCTF-Suspense-Necris_vs_Axon spinoffs or CTF-Face243 .
The layout for the map is pretty unique and the asymmetrical design is very creative and bold. However, the gameplay will probably remind you of regular CTF, just with hoverboards and getting run over with mantas from behind and being gibbed by goliaths-from-nowhere camping the flags .
Overall: It’s a map of stunning beauty and creativity with great care and professionalism put into it, but unfortunately marred by a number of glaring gameplay bugs. However, it’s nothing a little bit of polish and sufficient testing can’t fix. Overall, I enjoyed this map more than several of the stock UT3 VCTF maps, and it’s definitely in the right place here at MSU .
I have a feeling we’ll see a shiny new polished VCTF-Asunder (or perhaps CTF-Asunder) in phase 2 and it will be a force to be reckoned with!