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Date: 27-28-99 Teams: 2
File: revolt.zip Players: 6+
Game: TFC Size: Small.
Briefing: This sucker was aptly named.
  Revolt

Gibs!

Hmmm....

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Author: Niklas "NiCkE" Hakåsson | Reviewer: Borg

Objective:

Capture the flag standard model (the readme.txt is pretty sparse). Grab the enemy flag, bring it to the cap point.

Scoring:

10 frags for each capture. (No details on scoring in readme.txt)

Evaluation:

This map was another of the very poor examples we had played on tonight. The very first thing all of us were treated to when joining this game, was one thing: Being Telefragged! As soon as you came in...POW! Telefragged...and this set the mood for most of the game.

Design had shown some thought, but the implementation was not too good. You still had to figure out where to go, what button to hit, and then find the door. All of this had to be done in a certain timeframe, otherwise you had to go back to the switch again, to try and capture the flag. This whole map was pretty dark, but the addition of blue and red colored lighting just made visibility ever worse. This map is much too dark. There's also a room in each base, with a glass elevator tube in it...this goes to...an empty room. Seriously, there's no function to this room...but it's there?

There is no theme to this map, just another CTF, according to the author, but alas, there are no engineers, strangely... It's called Revolt, but what are we supposed to be revolting? I'm using the title as the analogy of this map, but honestly, what happened to decent themes? Man, no theme on a map kinda sucks.

Layout on this puppy is pretty confusing again. No signage, other than on the button to open the capture door, and even this is pretty small. Go to fast and you'll miss it. I realize that everyone will eventually learn the layout, but this is silly. A lot more effort could have gone into the readme.txt included with this, but the map gave an overall feeling of being hastily finished.

You could have some teamwork here, namely; making sure you get the hell out of the way when re-spawning, lest you kill your whole team, and generally forming groups of the fastest runners around. That pretty much sums it up. With no engineers, there's obviously an attempt to severely weaken a teams potential for defense. This may have occurred, due to the narrow, sharp turns in the map, as well as all the darkened areas? I felt like this is a scout warfare map, and not much else. This thing definitely needed more work before getting out the public.

Verdict:

Not worth the download, unless you really enjoy screensaves of massive telefragging, and you like chasing each other around madly. Skip this one.

Section Sub-Section Score
Design Construction 2
Theme 0
Playability Layout & Mobility 2
Tactics Teamwork 2
Strategy 2
Overall -[ 8 ]-

 

Delta Bravo Final Score: 
- 8/50 -

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