Imperium by 0-kills on April 30, 2003

Capture the Flag Lush Clear Client Side Custom Textures Custom Shapes

It take me quit some time to finish this map to get everything just right and finally its finished, this map has a main base a tower and a forward bunker on both teams. There are teleports in the main bases and in towers for faster travel, you will also fide moving doors and elevators on both side of the teams. Elevators can take you from ground level to upper level. You can locate the generators in the reactor room on the ground level behind a two doors. The flag is out doors and defended by 2-sentry turret, forward bunker is a good spot to pick off any one who tries to grabs the flag. I hope you enjoy this map.

If you find any bugs with this map you can post cement on tribes2maps.com


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by Challenge on May 2, 2003 · Rating:

One of the best maps I have ever seen! The bases are cool, and the moving doors are awesome! The reason I give this an A over an A+ is because the elevators make for on hell of a ride... Very bumpy... Strange...

by Nycto on May 2, 2003 · Rating:

You conveyed the atmosphere of the map very well through your water implementation, terrain texturing and huge trees. However, I don’t feel like the terrain was very ski-able. There is a lot of flatness and a lot of rough mountains, with corners where they meet. I also felt like I was looking at a lot of flat walls in your interiors that could have used an extra something. Doors and elevators were cool to see, as were your computer screens. I especially like how they turn off when the power goes down... good use of textured Force Fields. All in all, congratulations on a well done map. I would like to see this played in a PU.

by Mr Tagomi on May 2, 2003 · Rating:

It is obvious just from the screenshots that a lot of effort went into this map. The terrain is excellent, obviously crafted carefully. Unfortunatly the lakes tend to let it down by being a bit unrealistic - They are perfectly flat at the bottom and sides. Textures are certainly a strongpoint, it would be nice to know though if the cameras and the command console texture refreshes?
The observatory was very ambient thanks to textures and lighting. One criticism I have of it though is there were wasn't any telescope of instruments to speak of. The observation bunker was an interesting addition, it looks extremly hard to hold down a good defense for, with the entrance at the top giving attackers the advantage for dropping in or sniping you if you are standing up top. Personally, I found the fortress a little too large, but then I guess it fits in with the rest of the map's catering to large numbers of players. The generator room is excellent, and creating doors and elevators was a great accomplishment - however I found it a little too easy to have the door close on top of my head. Another mistake I noticed was bits of terrain poking through the entrances (but only tiny pieces).
Things I would have liked to be different about the fortress are a couple more places to hide for cloakers (I noticed a couple of obvious ones, but so would the defense) and perhaps a back or roof entrance for more sneaking around. An attack on the base seems like it would only be possible with a team of jugs. But this is just personal preference, and I'm sure this map will play great for all you heavies out there! Just imagine the havoc a tank driven into the base would cause... all in all, a fantastic map - attention to detail, tailored for a high-octane sort of gameplay with plenty of spamless mortaring in those huge bases. Kudos for the sunloungers! Well done.

by 0-kills on May 2, 2003 · Rating:

Thank you for the reviews

Mr Tagomi
“One criticism I have of it though is there were wasn't any telescope of instruments to speak of.”
I did make a telescope in 3Dsmax but it did not work when I add it to the map so I left it out,

“Unfortunately the lakes tend to let it down by being a bit unrealistic - They are perfectly flat at the bottom and sides.”
I see what you mean I will work on that when making a new map

Nycto
“I don’t feel like the terrain was very ski-able.”
I was not thinking of ski-able terrain when I made it I just wanted the terrain to look good but I will keep that in mind when making terrain

“Also felt like I was looking at a lot of flat walls in your interiors that could have used an extra something.”
When I first made this base it was to be a warehouse and nothing more but it evolved in to something else next time I will add some fluff to make it more eye pleasing.

Challenge
“The reason I give this an A over an A+ is because the elevators make for on hell of a ride... Very bumpy... Strange.”
T2 engine don’t handle collisions that good so you get pushed up instead of moving up I tried to make it smooth with the original maker of this code but it did not work

by PsychoBorg on May 2, 2003 · Rating:

Well, a good map in all, but has a few kinks that should have been worked out. The terrain seems a bit unnatural near the water, and there are a few lighting issues in those bases. Have to say this map -killed- my FPS many times inside the bases i found myself looking at random frames.
The elevators are a nice touch but they are not needed and move -way- too fast. but this map still deserves the A. I can tell alot of work was put into this map and the bases in it.
The awe of the map definitely drowns out the small details of problem.

by Morgoth_Bauglir on May 3, 2003 · Rating:

A very nice and thought out map. You took great detail on the texturing. The terrain textures fit all very good and the scurity screens are a nice addition. What you could find out is how you change the footstep sound on the terrain.

by dr boom on May 10, 2003 · Rating:

Let me start off by saying that this map has one of the coolest terrains I have seen period. The interiors are nice too. Playability wise, this map would be best with a large group, the heavy dependance on vehicles and terrain being not skiable is not a bad thing imo. It is a large vehicle-centric map, that requires teamwork. This would make a great pub map on a high traffic server. The teleporters are a good idea, I would have labeled them though. I highly recommend checking this map out, did I mention the terrain is really cool? Good job 0-kills :)