Definitely inspired by the Quake series, this map
has its share of minor flaws. This map has at least an attempt at a theme, albeit a
weak one.
Well constructed, but with a few minor texturing flaws, this map looks, at best,
decent. The front of the bases have a huge red or blue flag texture stretched beyond
its limit to the point of ugliness. The lighting of the map is rather dark, but I
believe this goes with the theme, which is definitely Quake-ish. The colors go along
with the theme too, if you really want to consider Quake a theme. People, don't copy
off of other games. Come up with original ideas, they always work better.
r_speeds aren't really a problem on this map.
The layout is pretty straight forward 2fort, but the capture point is an exception.
In Quake CTF your flag and cap point were one in the same. On this map they
aren't, but they are, however, right on top of each other. The flag/cap room is a 3
level room with water access at the bottom, your flag on the middle level, and the capture
point at the top. A mixture of elevators and ladders provide easy access from level
to level, and signs tell you where you are. Connectivity was good here, too, with
the exception of the water access. Once the grate is blown, you should be able to
make it through easily, right? Wrong. Playtesters were often getting hung up
on the broken grate bars. In a good game, nothing is more annoying that having to
start a run over again because of a glitch like this. Another annoying error was the
respawn doors. In 2fort there is an entrance and an exit, and this map is no
different. But which door is which? You never can tell. A couple of
signs could have solved this problem.
When the enemy puts out a decent effort on defense, your offense is definitely going to
have to work together to get in, and then back out. This map leaves room for hand to
hand combat, but no so much room that the short range classes are rendered useless.
Demos and HWs won't be overpowering, but they will have use. Snipers are useful for
guarding the 'secret' of the map, which is that Quad damage in the center of the
map. Engineers may or may not choose to use the ledge provided for sentries in the
ramp room. I personally wouldn't, because intruders would know where to look for a
sentry, and avoid it accordingly.
The Quad damage is at the top of the tower in the middle of the yard. Viewable
from both sniper's nest, it should have been more difficult to get to. Once it's
picked up, it may be a long wait for it to return. And if you DO manage to get it,
use it fast, because it won't last long. Beware of fast classes with the Quad
damage: a medic with a super-nailgun dishing out 4 times the normal damage is a scary
thing. Listen for the tell-tale sound of Quad.