Author: Chris Patterson ( Xizor Clan PPD )
Release Date: 1/10/98
Reviewed by: grimm [502]
Review Date: 23 feb 1998
FTP: DAHOOD1.ZIP (600k) take a look at the docs DAHOOD1.TXT
Architectural Originality Interior Architectural detail Proper use of textures Light & Ambience |
4/5 2/5 3/5 2/5 |
Speed & Efficiency Documentation (.txt) |
3/5 3/5 |
Respawn position & construction Item quantity and positions Gameflow & Class Specifics My own 2 cents |
1/5 1/5 4/5 3/5 |
TOTAL: 26/50 Average.
Notes: My first reaction to this map was WOW! It is very stylishly built and offers a great deal of room for large games. I liked the effect of the stunning architecture and this map is shocking at first with it's very dwarfing features. I haven't had the chance to play this map on a server game yet. I have seen it on a few servers, but no one was playing, so it wouldn't have made much of a difference from my solo trek through it.
The scoring system is very interesting on this map, players are rewarded extra points for both picking up the flag and for a successful capture! The author wishes to promote teamplay over an all out frag-fest. This is definitely a bonus for less armored but quite usefull classes on offence, such as medics, scouts or spies.
I think the author did some great work on this map, but once I sat down and reviewed it, I started seeing many details that could be troublesome. The AVERAGE score it got must be disturbing for the author, but as I sat and reviewed it, the scores just crumbled. I think this map got a good rating, for a first draft! The author can do a great deal more with this map. If he wishes to put the effort into it.
First and foremost, the overall architecture is great, but as I roamed the halls of these forts, I noticed a general lack of interior detail. The inside was vanilla plain, which is not all bad. But it would be fun to have a few details that could make defence more interesting, or even impede the onward rush of scouts that will surely have a field day on this map. The defense could have some problems on this map, the flag hall being hard to defend in itself. The flag hall is great! It's real eye candy, but therein lies a problem, because of all the small brushes scattered all around, sentries will have a hard time tracking oponents BEHIND the upper level of the flag hall. The main hall inside is also so vast, that it would be hard to defend in smaller games. One inconsistency I was able to catch was that the outside sky was starlit, whereas the flagroom had rolling clouds and wind.This would be a great map in large games, although snipers will be crowded on the very small sniper nest in games of over 20 players.
So this would be a great map in large games, the r_speeds in this map are nominal, although the flag room could get laggy. But the main thing that really didn't seem right, was the 1 respawn room in each base. If this map is for larger games, then why is their only 1 respawn? Backpacks are an easy way to reload players and don't stress out servers as much as many item entities. But 4 grenades of each type in one swoop means spamming. I can predict MASSIVE spamming on this map, due to the hard to defend vast chambers and ramps and the slower classes will really sweat it out in this map, due to the very long corridors or a great deal of winding ramp to tread.
This map has some great promise, and I would enjoy trying it out on a server with a few players, just to see how it holds up in a real match. But like I said, this map seems unfinished in many aspects, if you feel the same way, e-mail the author and let him know people are noticing his work.
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