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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