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Date: 28-12-99 Teams: 2
File: cydonia.zip Players: 8-24
Game: TFC Size: Large
Briefing: Another excellent offering to spend hours playing on.
  Cydonia

Definitely NOT your standard 2fort.

Another view of the courtyard.

On the way to the flag...

An underground wonder.

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Author: Akula -J- | Reviewer: Borg

Objective:

Enter the enemy base and make your way to where their flag resides in the back. Grab it and bring it back to your cap point. Secondary goal is to destroy the enemy control center.

Scoring:

15 Pts for each flag capture. 7 Pts for det-packing the control center.
Additional Notes: Dropped flags return to their base after 60 seconds. Control center doors stay open for 30 seconds.

Evaluation:

Another quality offering from the crew over at Zfactor Productions finds it's way into our hands. While most of the map makers have been pretty lax, these guys always seem to have something new either on the way, or just released. Personally, I'm a bit of a fan of Akula's, and I really enjoy seeing just what will come across his mind next.

First off, construction on this map was pretty well done, if not excellent. I personally found the main yard outside the bases a bit laggy, but judging from the feedback, I wasn't the only one. I realize that this may be a limitation of server implementation, or of client set-up, but it's only a minor beef. I really do like the new brick texture that is used here, as it looks quite neat, and adds that degree of "newness" that we've been needing to see. Akula did borrow a couple of fabs from other map makers, but adequate credit is given where due. A very nice readme.txt is included with this, and I just wanted to give it mention. Now, the name "Cydonia" is lost on me, call me dumb-ass or whatever, but I kept trying to figure out if it was in reference to the intended theme, or what. As such, I can't give too high a mark towards the theme category on this map, due to the lack of one being highly prevalent. While there are a good many things that are fresh in this map, nothing really points to an overall feel.

The layout and mobility on this map are above average. While the map does have a bit of a learning curve, there is adequate signage on the map to lead you in the right direction. The maps construction is linear enough to ensure that you don't end up doubling back on yourself, or getting hopelessly lost. Akula makes mention of the fact that he prefers to have a learning curve on the maps, harkening back to his days in the Quake scene. The respawns are well thought out, and I didn't once encounter any camping in any of these locations. These are also the only resupply areas, so make sure you don't needlessly waste ammo while out in the field. Some interesting things of note are the underground passages, and hidden secondary access routes to the flag. I enjoyed the way they were put together, and is a nice alternative to the mainstream frontal rush. I know that Akula was hoping to have moving trains on the tracks underground, but design problems prevented this. You'll also find that one of the crates in the flagroom is movable, and this can be an important strategic device, when you're caught defending the flag all by yourself. You'll also need to remember to bring along a demoman on your offensive excursions, as it's the only way to gain access to the secret second access points to the flagroom.

The teamwork and strategy on this map are excellent. Without using all of your teams abilities and classes, you'll find yourself on the losing end of the stick. Akula has done an admirable job of providing opportunities for all the classes, while ensuring that one won't be a dominating force to be contended with. I hope that map makers will take note of this, as it's very important in the overall teamplay aspect of the game. There are a great many places to use to your offensive/defensive advantage, and you're only limited by your own imagination as to what to do with them. This will help ensure this maps replay value, and I'm sure we'll be seeing this one around for some time. Referring back to my mention of the movable crate within the flagroom, I also found this to be of help on the offensive side as well. In one instance, while waiting in the flagroom for the flag to return after being captured by another member of my team, I pushed the crate into the doorway, effectively blocking off one of the routes the defenders could use. As it takes a bit of effort to move this sucker, I knew I could concentrate my energy on the remaining entryway, as anyone trying to move the crate could be picked off when I heard it move.

Verdict:

A must-have definite download! This is quite the map, and the care and thought that went into it's design is evident in all of it's areas. While I would like to have seen a much stronger theme employed, this won't detract from this maps playability at all. Another excellent example from an established map maker.

Section Sub-Section Score
Design Construction 8
Theme 5
Playability Layout & Mobility 8
Tactics Teamwork 8
Strategy 8
Overall -[ 37 ]-

 

Delta Bravo Final Score: 
- 37/50 -

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