I had to remove some of the screenshots because BU forums impose a stupid limit on # of images
CTF-Raid is the latest map by Hourences, and the second I have reviewed. As always, I would very much like to hear your comments to this review, either here or at descore9982@infowares.com
Unfortunately I have only got a download link to FilePlanet: http://www.fileplanet.com/dl/dl.asp?/planetunreal/phalanx/ctf-raid.zip - If / when it is posted to Nalicity I will remove the FP link and post the NC one instead. Boycot FP, PU, and GSI, they are destroying your community! - Well, enough politics, on to the review
This symmetrical CTF is set in an heavy industrial environment, with two large courtyards separated by a bridge in the centre of the map. At the end of each courtyard are the main entrances to the base buildings.
The courtyard
Architecture is quite inspired, with many nice elements and attention to detail throughout the level. Also I came across no misaligned textures or other design errors.
The floorplan of this map is simply excellent. There are many routes leading to and from each flagbase, and the layout provides good flow for both attackers and defenders.
Overhead shortcut to the flagbase
In the courtyard you have the choice of four entrances to the base, each taking you a different path to the flag. Apart from the main gate, there is one on each side at the raised embankment, and a tunnel through the basement.
Entrance to basement tunnel
The bases themselves are both well laid-out and beautifully decorated, adhering to the industrial theme of this map. The flagroom has a number of entrances, but still avoids being too open and has good defense points.
Red flagroom
Lighting is an integral part of the atmosphere in CTF-Raid. Obviously, Hourences has taken much care to put enough work into the lighting to make it both realistic, functional, and atmosphere enhancing, even though the readme states that the lighting sucks.
The lighting is well-crafted throughout the map
Sounds are used several places in the map, not only adding to the atmosphere, but also enhancing gameplay by alerting the opposing team to your presence at several locations - the plants in the courtyart rustle when you walk through them, waterpuddles splash, and computers beep.
Splashing from the water puddles alert the enemy to your presence in the basement
Item placement is well done, things are located where they make sense, and the map features a few surprises to reward the curious explorer. You'll find the basic weapons, health packs, vials, and armor, but the powerups, except for the shield belt, are left out.
The bots are playing well: They use all the different routes to the flags (although they do use some more than others), find the pick-ups, and defend properly, using Distance View Triggers and sniper points. They also use the translocator in a few places.
All in all, this is an extremely cool hardcore CTF map. It is fun to play even with bots (as MultiCTF), but I suspect it will be even better online. Definitely one of the best maps to come out lately. The only negative point about it is that the polycount is a bit high at times, outside in the courtyard especially, so with my ageing PC you quickly learn to exit the base walking sideways to avoid the framerate dropping down all the way But I doubt this will be a big issue on faster PC's, and in most of the map the polycount stays around 150 or less.
Score: 8.5/10 - This map 0wnz!
CTF-Raid is the latest map by Hourences, and the second I have reviewed. As always, I would very much like to hear your comments to this review, either here or at descore9982@infowares.com
Unfortunately I have only got a download link to FilePlanet: http://www.fileplanet.com/dl/dl.asp?/planetunreal/phalanx/ctf-raid.zip - If / when it is posted to Nalicity I will remove the FP link and post the NC one instead. Boycot FP, PU, and GSI, they are destroying your community! - Well, enough politics, on to the review
This symmetrical CTF is set in an heavy industrial environment, with two large courtyards separated by a bridge in the centre of the map. At the end of each courtyard are the main entrances to the base buildings.
The courtyard
Architecture is quite inspired, with many nice elements and attention to detail throughout the level. Also I came across no misaligned textures or other design errors.
The floorplan of this map is simply excellent. There are many routes leading to and from each flagbase, and the layout provides good flow for both attackers and defenders.
Overhead shortcut to the flagbase
In the courtyard you have the choice of four entrances to the base, each taking you a different path to the flag. Apart from the main gate, there is one on each side at the raised embankment, and a tunnel through the basement.
Entrance to basement tunnel
The bases themselves are both well laid-out and beautifully decorated, adhering to the industrial theme of this map. The flagroom has a number of entrances, but still avoids being too open and has good defense points.
Red flagroom
Lighting is an integral part of the atmosphere in CTF-Raid. Obviously, Hourences has taken much care to put enough work into the lighting to make it both realistic, functional, and atmosphere enhancing, even though the readme states that the lighting sucks.
The lighting is well-crafted throughout the map
Sounds are used several places in the map, not only adding to the atmosphere, but also enhancing gameplay by alerting the opposing team to your presence at several locations - the plants in the courtyart rustle when you walk through them, waterpuddles splash, and computers beep.
Splashing from the water puddles alert the enemy to your presence in the basement
Item placement is well done, things are located where they make sense, and the map features a few surprises to reward the curious explorer. You'll find the basic weapons, health packs, vials, and armor, but the powerups, except for the shield belt, are left out.
The bots are playing well: They use all the different routes to the flags (although they do use some more than others), find the pick-ups, and defend properly, using Distance View Triggers and sniper points. They also use the translocator in a few places.
All in all, this is an extremely cool hardcore CTF map. It is fun to play even with bots (as MultiCTF), but I suspect it will be even better online. Definitely one of the best maps to come out lately. The only negative point about it is that the polycount is a bit high at times, outside in the courtyard especially, so with my ageing PC you quickly learn to exit the base walking sideways to avoid the framerate dropping down all the way But I doubt this will be a big issue on faster PC's, and in most of the map the polycount stays around 150 or less.
Score: 8.5/10 - This map 0wnz!