 |
Date:
10-28-99 |
Teams:
2 |
File:
biolab.zip |
Players:
4-8 |
Game:
TFC |
Size:
Small |
Briefing:
Fast
and furious SPAM-fest. |
|
 |
Biolab
 |
Author: Gekko
| Reviewer: Wedge
Objective:
This is your typical Team Fortress style Capture the Flag
map. Get the enemy flag from the enemy base, bring it back to your capture point to score.
Scoring is independent of your own flag's status. Your team can not touch your own flag,
even after the enemy has taken it and you manage to kill the enemy flag carrier. Instead
you must wait 60 seconds for your flag to return.
Scoring:
You can score points by either killing an enemy player (1
frag) or capturing the enemy flag (10 frags). 10 team points are awarded to your team for
each Flag Capture achieved by any member of your team.
Evaluation:
The structure of the map is sound. I didn't notice any
glaring flaws with regard to texturing, brush work or entity work. Everything works the
way it is supposed to. There are several vent routes that either gain you an elevated
position over the main area or afford a back route into the flag rooms. Part of this
ventelation system has a door leading to a room I can not enter. The doorway electrocutes
me no matter how I try to get through it. It appears to be a respawn room of some sort. My
only major gripe with the physical layout is that you can actually see from one
spawn room to the other. This makes for some r_speed concerns, approaching 800 in some
places.
The basement sports some nifty wall gadgets and a pit with some Xen Plants in it -- An
Anomolous Materials Lab. If you go down and visit our friends from elsewhere, please note
that they aren't really friendly. Due to all the flotsom and jetsom in the Xen pit it can
be rather difficult to get out. How does this Biological Research Facility tie in with a
crate-filled Training Facility? I don't know...
Being able to see from one respawn to the other across the busiest part of the map
makes for some very poor game play. Not having any spawn protection (i.e. Spawn Sentries)
can make it difficult to get into the game. Nothing is more aggrevating than respawning to
see a room filled with flames, nails and gas grenades. This map is small enough that it
probably would do just fine with no grenades at all.
Everything is in a fairly intuitive location, getting from one place to another is not
difficult. All of the "back roads" to and from the flags require the use of a
ventelation system. The only quick route was straight through enemy forces (and grenades).
Usually while being dizzy, gassed, burned and poisoned.
The only Teamwork that can really be used is to
out-spam the enemy and hope you can get
through your own grenade barrage. The typical Team Fortress Capture the Flag setup doesn't
afford much chance for actual team work, as a capture can be accomplished by a single
player running flags on their own. Scout foot races are very common on this style of map.
Utilizing the vent routes to avoid the grenade fields makes a scout the most desirable
class, as they are still quite quick when crawling through vents.
Strategy is fairly simple: get in, get flag, get out -- spam as necessary. There were
no hard-core choke points, so getting around defenses was fairly simple; even if you
didn't just spam your way through it. Nothing earth shattering here.
Verdict:
I won't be joining any public servers
running this map. Small, decent structure. Very limited with regard to
nifty game play. Teamwork and strategy are almost non-existent. Could be fun in a small
controlled environment. Public play will quickly degenerate into a spam-fest. Download it
if you are looking for a small LAN party map.
Section |
Sub-Section |
Score |
Design |
Construction |
5 |
Theme |
4 |
Playability |
Layout
& Mobility |
4 |
Tactics |
Teamwork |
4 |
Strategy |
3 |
Overall |
-[
20 ]- |
Delta
Bravo Final
Score:
- 20/50 -

|