Description:
This
is a rough 2forts clone map, but with a slightly different indoor arrangement,
and a clear theme, which is always welcome.
Construction:
The
two bunkers face eachother across a small bridge, which crosses a shallow
pool in the center of the map. Not really an original layout there,
but the rest of the map is different enough to be liked. There are two
small sniping holes built into the front of the base, along with a sniping
nest higher up. The middle of each base is the 'ramp room', where you
can go up around the sides giving access to the sniper nest and a respawn,
or down the wide ramp to the basement of the bunker. The basement consists
of two passages leading to the medium sized flag room, and the small
generator room is off to the side.
Most of either base is quite simple in
appearance. There are some details built into the walls, and wires with
real light fixtures which is nice, but most of the rooms have flat floors
and ceilings, which is quite boring - a side effect of slight realism.
The basement is in fact the bunker storage room, with a couple of beds
and lockers and crates (of course) piled in there. Also both of the
respawns are sleeping quarters, equipped with beds, and one respawn
even has some pictures of a woman in a bikini on the walls. Outside
the bridge is made of out individual planks of wood, and there is some
cover in the form of brick walls as well.
There are few new textures in the level,
the main texture used on the bunker walls is original I think, and most
of the texturing has been done carefully. Just a few of the textures
used dont fit in very well, and not everything was aligned perfectly.
The lighting is mostly simple medium-brightness
stuff, outside though is lit night-time style, and the author was successful
in achieving that good balance of brightness we all aim for I think.
Technical:
There
were no noticeable areas to cause any sort of frame rate slow down or
lag, the outdoor area is slightly smaller than average, so only when
this area was packed could there be problems.
The documentation is quite brief, not enough
explanation of the features of the level or of the construction of the
map, so it didn't receive a score as high as possible there.
Gameplay:
There
are two respawns in each bunker, one on the ground level near the entrance,
and one up near the sniping nest. Both are similar, with two doors into
them, but the beds in the rooms kinda make things seem cramped. There
is nothing significant to stop telefragging. Having a respawn down near
the main entry is a bit weird, kinda like well6 where you never spawn
far away, it makes things a little hard on attackers there, and camping
is possible too.
Unfortunately the author has given out
four of both grenades with each back pack, which is way too much for
such a small level. Also there is a supercharge hidden in the level,
which gives 20 seconds of the three powerups, that sort of thing scares
people away from playing a map seriously, so think twice before doing
that yourself.
The map is quite small really, 16 players
at the most would be very packed, and probably a five a side game would
be the best idea for this one. It doesn't take long to run through the
bunker for a capture, and most of the rooms are smallish. Also unlike
most 2forts clones there is only the one entrance into the base, which
is a medium sized door, and clogs things up a lot. You can rocket-jump
to the sniping nest easily enough though, and that route passes through
the ramps room as well, so that kinda makes up for it. One of the interesting
features of the level is infact in the ramps room, in two corners there
are small platforms with illusional boxes placed on top of them. Players
can sit on top of the platforms and see out, but not be seen themselves.
That would make defence possible from there, by a good sniper perhaps,
or demoman watching his pipes, or if you are careful, a sentry gun can
be hidden there, and still be effective. After a while though attackers
would learn to check the platforms for defenders as they run through.
Unfortunately the generator in each basement didn't seem to work, they
are meant to shut off the lights in either bunker if you inflict 2000
damage upon the button on them. To me no lights is not enough of a bonus
to make it worthwhile, I'd rather just cap.
Overall:
I
like the theme of this map, in that it isn't a medevil nothing level,
two bunkers made to look slightly like bunkers is a good thing I say.
However the cramped gameplay and small size of the map doesn't suit
me at all, unless I was only playing with five of my other selfs, and
they weren't into spamming at all. The title 'bunker wars' makes me
think the bunker sizes could be considered fine at the moment, if the
outdoor area was turned into a much more complex battlefield, larger
than sewer1's. Then if the bunkers were made a little less choked, this
level would be awesome.
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