 |
Date:
06-10-99 |
Teams:
2 |
File:
DFbasev2.ZIP |
Players:
4+ |
Game:
TFC |
Size:
Medium |
Briefing:
Average. |
|
 |
Different Bases v2
 |
Author: Bluestrike McQueen
| Reviewer: Borg
Objective:
Standard Capture the Flag
Scoring:
10 points per capture
Evaluation:
This is another map from Bluestrike, a member of the clan
Wildcards. As with his other
effort, Hazard Course Deadly Game, he once again shows how clan experience can help you
with designing "teamplay" maps. While there are a couple of exceptions, there's
nothing really out of the ordinary about this map, but it's still a solid effort. Just
keep in mind the "green monster".
Construction of the map is pretty good, and other than a
glitch that was allowing one player to grab the yellow flag from their base without
actually going inside, all seemed to work ok. I haven't confirmed this issue with the
flag-grabbing, but I'm sure someone else will. Just be aware that this was brought to my
attention during the game. There is excellent use of signs on this map, and you'll pretty
much always know where to go, so there's no chance of getting lost. The design of the map
is pretty straightforward, so there aren't a hundred different ways around the map to
confuse you. There's not really much of a theme here either, just your standard 2fort
fare.
As mentioned above, the layout of the map is pretty
linear, and there's plenty of signs to be found. As such, you'll have a very easy time
getting around, and be able to concentrate on the game at hand, rather than spend an
inordinate amount of time finding things. This may make this map sound unimpressive, but
that's not the picture I'm trying to paint. While the map is standard, the author has done
a number of things essential to good gameplay just right, making this a solid teamplay
map. We experienced a few high r_speed areas in the map, but nothing to really bitch
about. You'll find some lag when in the open areas, but only when up higher on the bases
or towers. I did actually manage to fall off the map into a crevice at one point, and had
to kill myself in order to get back into the game. This was strange, but it also was a
very small spot. I'm sure this map has seen a good bit of testing, which is evident in
it's gameplay.
Due to it's clan upbringing, this map makes many points
for teamplay. There are many areas for all classes to be utilized, and weapon placements
have been added to make up for poorly planned teams. With good communication, and clear
objectives, this map can easily enforce how good, or how poor your team works together.
Strategy goes hand in hand with this, and being able to employ all the classes, in
different capacities, makes this element easy to use. Overall, a good effort for the team
aspects of this game. I hope all map makers keep this in mind when designing their maps. I
guess a little clan time would benefit map makers trying to conceptualize this principle.
Verdict:
Another average map, but one worth getting. Just be aware of it's limitations,
and take into account that it was designed with a clan member mind-set. There can be
problems with scoring, due to the "green monster", so be aware of what version
of HL you're running. It's a good, everyday map, that has done a number of things right,
but it doesn't have anything really striking.
Section |
Sub-Section |
Score |
Design |
Construction |
5 |
Theme |
5 |
Playability |
Layout
& Mobility |
7 |
Tactics |
Teamwork |
7 |
Strategy |
5 |
Overall |
-[
24 ]- |
Delta
Bravo Final
Score:
- 24/50
-

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