BPLEX3.BSP
(Battle Complex v3)

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Author: Craig Hauser (Blog)

Release Date: August 31st 98

Reviewed by: Razzimatazz

Review Date: August 20th, 1999

FTP: BPLEX3.ZIP
Take a look at the docs BPLEX3.TXT


Architectural Originality
Interior Architectural detail
Proper use of textures
Light & Ambience
3/5
3/5
3/5
2/5
Speed & Efficiency
Documentation (.txt)
3/5
5/5
Respawn position & construction
Item quantity and positions
Gameflow & Class Specifics
My own 2 cents
4/5
4/5
3/5
2/5

TOTAL: 30/50 GOOD

Bplex3 is a level which doesn't impress me, but its filled lots of little things which will entertain some for a short while, however the level is not attractive enough to make most people last the distance to truly understand how useful these things could be.

Between each identical (except for some textures) base is the over-bright outside area, with a bridge running across from one side of the area to the other, and a small water filled ditch below, which leads to the detpackable route. The water/detpackable route is a long one which is poorly constructed and a pain in the ass to negotiate. It is basically a bright long tunnel half filled with water, and every few steps is a a ditch where you can submerge under water, and non-gl users (like me) will find them a hard to spot annoyance.
To add to the massive r_speeds of a long straight tunnel is a wall of rubble like in Sgt. Thundercok's Rock, which is detpackable. The difference is this wall is made of 20+ shapes, which translates into 800+ rspeeds and disappearing walls.

Out front of each base in the sniper nest are 3 grenade launchers, and a platform which moves back and forth to the center bridge. The launchers I have seen in other levels, which allow players to chuck their grenades into them and they get fired across to the other side of the map, normally to explode in mid air.
There are various other contraptions throughout each base, such as If an enemy fails to negotiate the ramps room, (which is tricky for fast classes) they fall down and get trapped behind bars for a few seconds. Is a pain in the butt when you are just looking around by yourself :).
A feature which a lot of time has obviously been spent on is the pipe room in each base. While the 'pipes' barely pass off as pipes, if you detpack certain ones some lights throughout the base go out. However the resulting lighting is not quite dark enough to affect the gameplay that much.

Defence on this map would be a bit dodgy, their are four ways into each base, and three feasible ways into the flagroom, and the only real open enough place to handle any action is the ramp room. Each base is spread out over quite a distance, so I think public games would be lonely without 10+ a side. Matches though with good organisation the level could prove to provide interesting gameplay.

The textures in the level range from runic rusty metals, to medievil bricks, tech style computers and lights, and rocky cliffs. They aren't used well and I think a lot more work should be done to get the texturing to co-operate with the lighting.

I haven't had a chance to play on this map other than just on my own, so If anyone can vouch for it being of some fun, then I will try to get it up on my local servers, and give it the real test.

-razzimatazz

 

Screen Shots:
Image 1: Looking through the center bridge.
Image 2: The sunny day under the purple sky, seen down the barrel of a grenade launcher.
Image 3: The ramps room from above.
Image 4: Looking across one of the lava rooms.
Image 5: The blue (yes note the color) flag deep in the blue base.

 

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