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Date: 10-28-99 Teams: 2
File: bridge1.zip Players: 6-16
Game: TFC Size: Medium
Briefing: A nifty gun emplacement in a standard CTF map, but shoddy construction is the theme here.
  Bridge1

Lots of open area.

Typical ramp room.

Vickers gun...

Find the resupply...

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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:

This map sports some very shoddy construction. The author didn't take time to make brushes fit properly, align angled textures or even apply noclips over the sky to prevent players from rocket-jumping out of the map. According to the text file, this is a "feature" for the bored player. When you do accidentally conc-jump out of the sky, you can see various streaks of light that are indicative of improperly fitting bursh work. Speaking of lights, some of the inside areas were very poorly lit as well. Many of the ramps don't quite "join" with the balcony they are attached to. I just get the feeling that this whole map was thrown together just so he could show off the Vickers gun.

The water in the middle has what I believe are supposed to be chunks of ice floating in it. This is the only thematic element that I could find. It shows a typical 2fort layout with ramp room, foyer, sniper balcony, bridge and so on. The elements that are changed slightly to differentiate it from a 2fort clone is the lack of water entrance and the strange, maze-like, flag section that doesn't happen to be in a basement.

There are a few nifty things done with the layout. There are several entrances into each base, 3 upper and 3 lower. However, the plethora of entrances is dampened by the fact that all roads go through the ramp room. And then you must navigate through the strange maze-like flag region. The center area sports a gun emplacement in the water area. This is the biggest selling point of the map, more on that later.

Excepting the drastic choke point in the ramp room, there are plenty of ways to get around this map. If you are an avid explosive-jumper, there is a quick route to the flag room through a hole in the ceiling over the capture point. Lacking an alternate route through the middle, control of the Vickers gun is imperitive to any offense. R_speeds are fairly high in the center area though. With the poorly fitting sky brush and the straight on view into some of each base, the r_speeds can climb dangerously close to 900 at times.

Being a typical Team Fortress CTF map, there isn't much teamwork necessary to actually capture the flag. The choke points make for very limited defense requirements. The biggest Team factor would be to designate a group to keep control of the Vickers gun so your offense doesn't get hammered when it's trying to cross the center. Considering it's unlimited ammunition and relatively protected control point, the team who controls this gun can keep an uncoordinated offense shut down.

Strategy would be your standard CTF fair. No defense means the scouts are gonna scoot right on in and cap to their hearts content. Controlling the Vickers gun is probably the single most important Strategic element in the map.

Verdict:

It's a decent start, but I would wait until the flaws are fixed. Unfortunately, I got the impression that this map was thrown together quickly. The author didn't take enough time to make it a map that I can recommend for downloading. The sky flaw and the shoddy brush work just kill this map in my eyes. The well placed Vickers gun is a great new strategic element.

Section Sub-Section Score
Design Construction 3
Theme 3
Playability Layout & Mobility 4
Tactics Teamwork 5
Strategy 5
Overall -[ 21 ]-

 

Delta Bravo Final Score: 
-
21/50 -

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