Map Name: Wrath
Author: Necrophile
Map Type: Capture the flag
Web Site: N/A
Download: wrath.zip
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New Textures |
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New Skybox |
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New Models/Sprites |
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New Sounds |
Scoring:
10 for capturing or returning a relic
2 for each minute of defense
Overview:
Forgive me father for i have sinned...
Ok, so im not a very religious guy, but it's been down right
blasphemy on my part for not reviewing this map sooner. I dig,
i dig and i dig some more to find a worthy map for the LOTW...
and then the TF gods reward me with a masterpeice!
Description:
As soon as i respawned upon loading Wrath, my first thought
was "Wow". The map is set in an italian town built
around a massive cathedral complete with perfectly fitting custom
textures around curving architecture, flickering candles...
and get this: the author even put in the sounds of a couple
of monks chanting away to complete the atmosphere. Beautiful!
The town around the cathedral has 3 command points which the
red team has to secure with relics (flags) held inside the cathedral
by the defending blue team. Once the 3 command points have been
secured, the blue team has to recover the flags, but not before
suffering the wrath of god! The town itself is very nicely detailed
with plenty of vertical changes by ramps, stairs and ladders
interconnecting each of the 3 areas, providing plenty of routes
to access each of them as well as making it an engineer's playground.
Everything inch of architecture as been made to give it a very
italian feeling including the great lighting, plenty of ambient
sounds like distant gunfire and cracking fire and of course,
a nice custom skybox.
With all of this, you'd have to think there is a downside to
the map. As far as gameplay goes, only the map's size was problematic.
The cathedral as many entrances which concing scouts and medics
can go through to reach the flags and escape in a flash, and
the layout is easy enough to learn with plenty of lit up signs
for each team. But with so many path leading everywhere, you
need to have a lot of people on each team to successfully defend/attack
a command point. Thankfully, the map has a ton of excellent
sniper spots for both offensive and defensive actions. Needless
to say, the map has a little something for every class and playing
style.
Conclusion:
If you're looking to spruce up your /maps folder with a good
map for christmas, make sure to put Wrath on top of your list.
And since you don't have to wait until December 25th to download
it, that's one more reason to grab it and get playing!
-BlackPanther
BlackPanther's
Mapping Guide |
How can
i make my map look good?
There is no simple answer to this question.
Every mapper wants his map to looks it's best.
Sometimes, even only custom textures can make
a map look like a million bucks. The truth
is, it varies for each map. You have to figure
out by yourself what's fitting for your map's
theme and what it's gameplay is going to be
like. Mapping for HLDM is no where near the
same as making a map for single player use.
The level of detailing isn't quite the same
when you're running away from someone with
an RPG vs an alien with electric bolts coming
out of it's arms!
When making a map for TFC, above all, you
want it to be an overall good look. By that,
i mean picking a theme (texture, lighting,
architecture) and sticking to it all over
your map. If your theme is a n old castle
set high up in the alps, you'd want snow and
cliffs and rotten wood beams. The trick is
to be consistent all over. Never give the
players who will be playing your map the chance
to think "This hallways sucks compared
to the others". You don't want to make
his jaw drop from pure visual pleasure at
every step, you want him to feel like he's
IN the theme.
Also, you want to make your map's architecture
revolve around the gameplay. For example,
if you're making a CTF map set in an urban
feel, you'd want the battlement, the respawns
and the flag room to revolve around this by
making parking lots and garages along with
a brick, industrial or even office texture
set. But again, this all depends on the theme
you chose in the first place. You can be excused
if your setting is on an alien planet where
your imagination can roam freely, but if your
making a desert themed map and your architecture
is reminiscent of medieval times, then it
just looks wrong.
Remember, consistency is key, but never forget
that gameplay always comes first no matter
what.
-BlackPanther
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