FLIB10b.BSP

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Author: Mark Rosten (Mr. Flibble)

Release Date: March 1998

Reviewed by: grimm [502]

Review Date: 17th March 1998

FTP: FLIB10b.ZIP (285k) take a look at the docs FLIB10b.TXT


Architectural Originality
Interior Architectural detail
Proper use of textures
Light & Ambience
3/5
3/5
1/5
3/5
Speed & Efficiency
Documentation (.txt)
4/5
4/5
Respawn position & construction
Item quantity and positions
Gameflow & Class Specifics
My own 2 cents
2/5
3/5
4/5
4/5

TOTAL: 31/50 Good.

Notes: The ZIP of this map is TINY! 285k. As I first jumped into this map I immediately realised why. There must be maximum 10 textures in this map. If there is one thing that I can really say I found utterly lacking in this map is the texture work. But if we look at the rest of this map, it is really quite interesting. The fashion as of late, seems to be smaller maps. I am seeing a trend of maps that want to steer away from the past giants like well6 and 2fort32. I think this map is a great size for 15 or so players.

What other detail really bugged me? There is only one respawn. This is something that can either be good, or bad. I mean, how many times have you been in the usual 2forts and respawned as far as possible from where you wanted to be! Well this won't happen here, there is only one respawn. From the documentation, I read that there are 10 teamspawn entities in each base so as long as you don't stand on one of them, there shouldn't be any more telefragging than usual.

The items could definitely pose a problem. Considering there is only one respawn, into which can easily pour 5-6 players at a time, I am getting visions of lineups for that armor and re-supply pack. Something I also found misleading, was the fact that the armor is green, but definitely gives 200 RED armor.

But enough with the downsides of it all. This map, although the main area between bases definitely reminds me of 2tech* (it's the pillars under the top balcony and the entrance that just reeks of 2tech*). I really feel the author put some thought into the usual maps he plays. Because the sniper nest is not something I've seen often. It reminds me of Paintball fields I've been on, and I think it will be great for those one shot, one kill adepts. The fact that the flag run is not as long as we usually expect, will make for really swift flag runs, although the general construction proves to be a real defencive player's dream. I like this map, it has some definite potential.

From it's hauntingly familiar styling, to it's unique additions, this map is a great place to have a really destructive and swift clan match. It isn't the fanciest, nor the biggest and the baddest. But it caught my attention and I'll definitely put it on my list of maps to visit.

-grimm [502]

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