BUNKWAR.BSP
(Bunker Wars)

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Author: James Heisler {El Jamezz}

Release Date: December 9th 1999

Reviewed by: Razzimatazz

Review Date: January 19th 2000

Size: 6-16 players

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

Between the bunkers



Construcion:

Architectural Originality
Interior Architectural detail
Proper use of textures
Lighting & Ambience


3/5

4/5
4/5

3/5

Technical:
Speed & Efficiency
Documentation (.txt)


5/5

3/5


Gameplay:
Respawn position & construction
Item quantity and positions
Gameflow & Class Specifics

My own 2 cents


4/5
3/5

3/5

3/5

Total: 35/50

 

 

 

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.

 

-razzimatazz

 

Screen Shots:
Image 1: Outdoors, the red bunker in the distance.
Image 2: The red ramproom, leading down to the basement.
Image 3: Watching from the red sniper nest.
Image 4: The front door to the red base, and the good old grate/grid.
Image 5: Red's flag, and generator room to the front.

 

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