 |
Date:
29-12-99 |
Teams:
2 |
File:
fusion.zip |
Players:
10 |
Game:
TFC |
Size:
Medium |
Briefing:
Bland...boring...spammy. Just say
no. |
|
 |
Fusion
 |
Author: [TF]Sentinel
| Reviewer: nimrod.
Objective:
Primary - Capture the
enemy flag by stealing it from their base and returning it to the
capture point in your base. Secondary - Destroy the enemy reactor
by rewiring the access panel (via Spanner) and detpacking
it.
Scoring:
10 points per Cap 10
points for destroying the reactor
Evaluation:
Another obvious first
attempt. This map suffers from a multitude of common
problems: spam-ability, bland texturing, no theme, and bad
connectivity, to name a few. On the upside, it is still
playable. Barely.
Fusion's construction is
a little awkward. First the texturing appears very plain,
consisting mostly of gray walls and floors. But during
gameplay you'll notice how badly the textures are stretched. Bullet
holes, explosion marks, logos, and blood stains are stretched beyond
recognition. Then you'll notice the obvious resemblance to The
Well. The center divider, water in the flag room, etc.
Not a good thing. Not only is it a 2fort, but it's a 2fort
that already exists!
Figuring out how to move
around isn't all the difficult, not because of signs or any helpful
hints, but instead thanks to the simple layout. The only
exception to this is right after respawn, when you come out of one
of the face-to-face respawn rooms. Every time during the
playtest, I would turn the wrong direction. Of course it
wasn't hard to turn back around and go the other way, but it was
still annoying. The whole level in and of itself is very
linear. You move straight through the base, then down to the
flag room. Simple as that. The long run through the
enemy base seemed almost pointless, as most of the time it was
encounter-less. There were complaints of lag outside, near the
center divider, but r_speeds seemed ok everywhere else. As the
divider has to be traveled through, it would have made sense to
spend more time working on that. The layout inside the bases
is very simplistic: Run through the front door, choose left or
right (left for capturing and the reactor, right for the trek to the
flagroom), and follow the only possible path. Then there is the
pointless addition of water around the (unnecessarily) large tower
where the flag rests. Why? And why green? Slows
*my* computer down, and seems pointless.
When it comes to strategy
on this map, spam shows it's ugly face. There was never a
silent moment during the playtest, with rockets, MIRVs, and EMPs
going off all around me. Engineers were trying to EMP their
way in, with Soldier, HWs, and Demos doing their best to fend them
off. I don't remember any light classes, again, due to the
spam, I'm sure. I do remember a few enemy Soldiers finally
breaking through the spam-filled courtyard, allowing the access to
the whole middle section of the base, which was pretty well
empty. Then they met up with the secondary defense at the flag
room long enough for the map to change. Sentries were also
popular in the 'middle' of the base, which consists of narrow
hallways. Snipers were useless as far as I can tell, thanks to
the easy access to the Snipers loft.
Verdict:
Wait for something more
thought out from this author. Pass this one up.
Section |
Sub-Section |
Score |
Design |
Construction |
3 |
Theme |
3 |
Playability |
Layout
& Mobility |
4 |
Tactics |
Teamwork |
4 |
Strategy |
2 |
Overall |
-[
16 ]- |
Delta
Bravo Final
Score:
- 16/50
-

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