BeyondUnreal's FlagPack 2004 Review
CTF-FP-Terra - "After many years of shutdown, the Terra Facility was brought back on-line by the Terra Corporation after a earthquake exposed a lava flow that offered cheap energy for little cost. Once other more efficient plants came on-line, the Terra facility was once again redundant and Liandri Corp bought back the facility to relive the great tournaments that had occurred there before."
Any of you UT1999 players will remember this map fondly. Killbait! has put together an excellent remake, with top-notch visuals along with the same classic feel of the original for UT1999. Teamwork and strategy play a huge role in determining the winner on this map, mainly because of the numerous attack routes in the bases. The central area is open, but still provides enough cover for flag carriers. All in all, if you haven't played this map, you are missing out on something truly excellent.
Score: 8.5/10
CTF-FP-Tutorial - "Most iCTF players remember CTF-Tutorial as one of the most played 2vs2 maps ever, well we thought it would be a good idea to bring back this classic. This map is suggested to be played with insta, but if you ensist on playing with NW we have added a few weapon bases to get atleast some weapons for you ppl."
This map started out life as a RealCTF map way back in Unreal. Somehow it found it's way into Epic's Unreal Tournament as the tutorial map for the Capture the Flag gametype. Some enterprising instagibbers converted it into a playable map and a legend was born. Unfortunately somewhere along the way, a crucial component of the map was dropped... a long overhead tunnel connecting the flag bases and a hole from said tunnel that dropped right down into the middle of the "figure 8" corridors in the center.
I think that the lack of that "extra" avenue of attack and retreat really makes it a marginal normal weapons Capture the Flag map.
One of the other giveaways that the author probably knew the map mainly as an instagib staple is the lack of the ability to "perch" defensively on the overhead lights in the open courtyards. This also takes away something from the playability of the map as it allows the attacking enemy the ability to advance into the crucial courtyard area with confidence that they can see all of the defenders directly in front of them.
There's just not much to it. It's a nice diversion in a Thorns kind of way, but it breaks no new ground.
Score: 6/10
CTF-FP-Underground - "Under the new city of Lemarge there still lie old sewers, now redundant due to new recycling facilities, only populated by rats and other vermin, it's stagnant water and the smell of bad air are the only things that were found in the place, until it was discovered by the Tournaments. 'and deep down nobody hears your cries... in the Underground'"
Underground always leads to some very close and very frantic matches, provided two skilled teams are playing. The bases are well designed, with plenty of entrances and exits into the flagrooms. However, there are two fairly large problems with the map. The way it's designed, there is rarely a necessity for the defense to be actually defending the flagroom. It is actually more efficient to stick three or four guys by the entrances into the base, simply because they have complete control of their base now. The central area is a mixed bag. The upper area is too open, and the lower area is too small, due to the water on both sides. One or two snipers along with a few guys with rocket launchers will make for an unstoppable defense. If anyone manages to sneak by and takes the flag, the defense will catch them on their way out. A few alternate side routes that bypass the central area would have done wonders with this map.
On the visual side, the map is good, but not great. In several areas the lighting seems far too even and bright for the atmosphere that was chosen. A few more dark areas along with a few bright coronas would have given more contrast to the visuals. The theme of the map is a great one, if executed properly. Unfortunately, in this case the player was never completely immersed in the experience, so the theme was just about wasted.
Play this one if you like close games. Don't play it if you think you can win by yourself.
Score: 7/10
Next Page: DM maps and final thoughts