Author: Mike Jasperson ( Solaris[e!])
Release Date: October 1st 1997
Reviewed by: grimm [502]
Review Date: 25 feb 1998
FTP: DKEEP1.ZIP (315k) take a look at the docs DKEEP1.TXT
Architectural Originality Interior Architectural detail Proper use of textures Light & Ambience |
4/5 4/5 2/5 2/5 |
Speed & Efficiency Documentation (.txt) |
5/5 3/5 |
Respawn position & construction Item quantity and positions Gameflow & Class Specifics My own 2 cents |
2/5 5/5 4/5 4/5 |
TOTAL: 35/50 Good.
Notes: I am very impressed with this map, especially considering it is the first draft. I think that sort of attention to detail, and effort shows in it's scores. The author of this map has gone through many pains to make this map FAST, without sacrificing too much gameplay. I think his goal has been achieved. I had the pleasure of playing this map not too long ago, in a 15 player match. Player reaction? HECTIC! It's not a huge map, the bases being very simple and small. I was really glad to see the players, with little or no talking, concentrating on team assaults. I mean, there is no other way to grab the flag, the base is one giant bottleneck. Our team had taken to offence, and very few enemies made it out, none reached our base. I was playing medic and had my hands full healing the assault team we had managed to put together right outside their lower respawn.
Why such a low score on the respawn field? Simple, the ONLY way to the flag brings you past the lower respawn door. You are FORCED, during offence to control that area as much as possible since there is an upper respawn right next to the flag. So the defence is like a rock and constantly well stocked. Those you do manage to kill, reapper sometimes in the lower respawn and are right in your face again. This made for less strategy and pretty much senseless killing. The gameflow score didn't suffer, because the game itself was great! I just think we were too many players on this small map.I'd say ideal teams would be 5-5.
The simple design is it's strenght and it is done with a great deal of attention to detail and style. The textures are casual and reminiscent of 2fort4, nothing too fancy but they get the job done. My only gripe with this map is the lack of hiding places. Everything is pretty much medium bright, except outside but even then, there isn't much left unseen.
The author has really done his homework, or is an experienced TF Player. The items in the re-supplies are nothing less than perfect. Hence the score of 5 (excellent). One grenade of each type and ammo is given out in measures of 50. This means players will have to make a descision. Either they take the seconds extra to stock-up completely, or they can grab and run into the action.
You can pretty much tell I really like this map from the above ravings. If you have played on this map with larger teams and have some feedback to offer, e-mail the author and let him know. You can't always expect that someone else will do so for you.-grimm [502]
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