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Date: 09-12-99 Teams: 2
File: 2chemicalv2.zip Players: 8-20
Game: TFC Size: Small
Briefing: Small....and simple.
  2 Chemical Plants v2

Plain...

Plain...

The Forts

The Forts.

The Flagroom.

The Flagroom.

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Author: Tom Healy | Reviewer: Borg

Objective:

Enter the enemy chemical plant & make your way to where their flag resides in the Upper Level. Grab it and bring it back to your Battlements.

Scoring:

10 points per capture.

Evaluation:

This map had a lasting impression that it left on me: Simple. That's about the best way to describe it. It's a basic 2fort, with some variations thrown in, and other elements that we've all seen before. Things are logically placed, and there is adequate signage to do the job. I don't really think that any additional directions were needed, as the map size and complexity didn't dictate it. Theme? you mean there was a theme? Other than one small vat in the flag room, you couldn't tell me these were chemical plants, any more than they were bunkers. I don't think the author really had a theme in mind when designing this, and this is apparent in it's name and features. The outline was done first, then slightly appended when a name was thought up.

Layout on this map was pretty basic, and with there only really being 3 levels in each fort, each of which having only one ramp, you had to be pretty dense not to figure out where to go. It would have been nice to maybe position the resupply areas differently, as domination on certain areas of the map was too easy. If you were outside anywhere, you had to make sure you were stocked up before you went out. It was too easy most of the time to get past defenses, due to the wide-open nature of the forts. A little creativity in item placement, and passageways could have helped this. As before, the simplicity of the map shows this all to well.

You don't really need any teamwork on this map, as scoring by yourself is very realistic, and there aren't really many map features to change this. You can use all of the classes on this map, and there are uses for them, but the scope of that is limited. I honestly think that 20 players would be way too many for this map, and the authors player limit should be more around the 15 mark. You could be looking at a spam-fest with more than that, and we certainly did at times. With only 2 ways into the flagroom, and both of them direct, the only strategy was who was faster.

Verdict:

If you're bored, give it a try. Otherwise, pass it up.

Section Sub-Section Score
Design Construction 3
Theme 3
Playability Layout & Mobility 3
Tactics Teamwork 3
Strategy 3
Overall -[ 15 ]-

 

 

Delta Bravo Final Score: 
- 15/50 -

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