Game | Unreal Tournament |
Title | DM - Noclume Citadel |
Author | Geddy Lee |
Filename | DM-NoclumeCitadel.unr |
Filesize | 9.93MB |
Version | 2.0 |
Recommended Players | 5-10 |
Difficulty Setting | (none) |
New Textures | ADFuthark.utx |
New Sounds | (none) |
New Music | OceanLab2_Music.umx |
New Scripts | (none) |
BrushCount | 2328 |
PolyCount | 38026 |
Zones | 22 |
Base | (none) |
Tools Used | UnrealED 2.0 |
Bugs | There are various problems involving bot support. I recommend playing this online, not against bots. |
Level/Map # | 1st |
Bot Support | uh, sort of |
Description | Noclume Citadel is a rather large deathmatch map inspired by the 'Castlevania' series. Thus, the theme and atmosphere often changes throughout he map. As my first map, there are a lot of problem with it, but after 7 1/2 months, I've learned a lot. This map has a very unique gameplay and feel, it's not for everyone. |
Why is your map scaled so large?
Well, that is not a mistake. I realize that it may look a bit strange when you see bots or other players, but its part of the story as well as the atmosphere.
Why is the connectivity so bad?
Honestly, that is a bit of a mistake. I had only planned out a couple rooms of the map and free-balled the rest of it (meaning, just built it as I went along). The connectivity isn't really that bad in its own right. I've tried to limit it to an extent, in order to develop a more unique gameplay. Rather than the traditional fast-paced UT.
Why is are the weapons so hard to find?
Again, because the gameplay is intended to be different. I didn't want it to be easy to find everything, but everything is there.
New Texture
New Music
Special Thanks