 |
Date:
12-09-99 |
Teams:
3 |
File:
hw_hell.zip |
Players:
4-16 |
Game:
TFC |
Size:
Medium |
Briefing:
Ewwwwwwww.... |
|
 |
HW
Hell
 |
Author: sotrt
| Reviewer: Borg
Objective:
CTF, bring the flag from your base, to the second floor of the
enemies base.
Scoring:
50 points for the team, 5 points for the person. 50
points is not a lot, as it's very hard for someone to capture the flag. Note: The Yellow
team is the hwguy! he's invincible, run from him at all costs!
Evaluation:
Well. I guess I have to note first off, that this map was
pretty ugly overall, as you can see from the screenshots. Textures were stretched to a
high degree, and the end result wasn't very pleasing. Not a very pretty place to play. As
for a theme, that was pretty much non-existent, as it is with a majority of maps out
there. I don't think authors really pay enough attention to this, and believe me, when
they do, it gets noticed! The one cool sound that the author did add to this was neat, but
I found WAY too many people dying on purpose just to hear it.
As simple as this map was, it was way too hard to figure
out where to go to score. The readme (which is almost non-existent), didn't give much
detail on this, other than "go to the enemy base 2nd floor". Well, first off,
the scoring point is on the 3rd floor, and the only way to it, is up a narrow ramp in a
far corner of the 2nd floor. Quite confusing, and many people asked where it
was...repeatedly. No signage, no direction, and annoying ladders all made for annoying
gameplay. Just add the god-like hwguy, and you have a game that gets old VERY fast.
Mobility and connectivity were pretty limited, and this seemed to be an afterthought by
the author, or maybe this thing was just put together too fast. Either way, it's a tough
play. The addition of a stretched out bouncepad just served to annoy people, and was left
alone for the most part.
There were enough opportunities to utilize every class on
this map, and I guess that's one good thing, however, you had to choose your battles
carefully, otherwise the action just passed you on by. There wasn't any new strategy to
employ here, as the map is pretty simple, and the addition of the hwguy was really
superfluous. He just didn't need to be there. Again, this map really has the feeling of
being done too fast, and in the future, the author should take his time, and really give
some serious design thoughts consideration.
Verdict:
I'd pass this one over. Not
much fun to play, and all the annoying design elements will definitely bore you fast.
While not as horrid as some examples I've seen, this should have receive more
beta-testing.
Section |
Sub-Section |
Score |
Design |
Construction |
2 |
Theme |
3 |
Playability |
Layout
& Mobility |
2 |
Tactics |
Teamwork |
2 |
Strategy |
2 |
Overall |
-[
11 ]- |
Delta
Bravo Final
Score:
- 11/50
-

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