Author: Orion (Eddie Wong) Release Date: August 22nd, 1999 Reviewed by: Razzimatazz Review Date: August 22nd, 1999 FTP: FORT0RZ2.ZIP
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Architectural Originality Interior Architectural detail Proper use of textures Light & Ambience |
3/5 4/5 4/5 4/5 |
Speed & Efficiency Documentation (.txt) |
5/5 5/5 |
Respawn position & construction Item quantity and positions Gameflow & Class Specifics My own 2 cents |
4/5 5/5 3/5 4/5 |
TOTAL: 41/50 VERY GOOD!
This level started off as a 2fort5 remix, with an aim to create an attractive level with the quality gameplay of 2forts. But, with a spurt of originality, Orion turned it into a infiltration type map, where one side is contstant defence, and the other is only attacking. Version 1.0 was a little brighter, and slightly unbalanced, but this version improves greatly upon that.
The gameplay is a feature of this map that sticks out, so I will start there.
The red team is the defence side, and have an almost standard 2fort5 base. The blue
team is the attack side, and they have a well constructed barracks, with good
resupply layout, and enough objects to hide behind outside when snipering. The defence
team get killed if they try to cross the bridge, so there is never any stupid camping
going on. However the single bridge is sometimes spammed, due to the defence side
not having to worry about getting their own attackers. Then, (sorry to rave on so much but yeah)
if your not afraid to get wet, the water route is well built and user friendly.
Both sides can be very fun in public servers on this map, due to the fact there is so
much more teamwork going on than in normal ctf style levels. You don't have to worry
about trusting the rest of your team to attack or defend, as you are all doing the same
thing!
However, one thing I dont like about the gameflow is the size of the level. In order for this level to fit more than 8 people defending, the map has been oversized compared to the original 2fort5 by quite a bit. This means that hwguy def is not much of an option, paricularly in the basement, unless you like the 2 minute stroll back to position if you are killed. This does mean basement defence is not popular, and also the heavier classes are often tedious to play on attack. So scouts are used loads, depending on the defence pattern being used of course.
If you shed the idea that this level should play exactly like 2fort5, then the gameplay can be very convincing. The size of the level means you have to be quick to keep the flag alive, and then due to the spiral being wide and quite long, you often get several defenders in it, making the flag run out that much more interesting. Plus the lift is a little harder to jump out of, so things are a lot different. The point system is interesting too. The attackers gain the usual 10 points per cap, while defence gets 5 points per 60 seconds their flag remains untouched. Only extensive testing could balance things out further than that, so I'm guessing that it may be changed in future releases.
The interior detail is not as advanced as I would like, mostly due to the 2fort5 shell being used. The lighting is good, but with the almost overuse of the sewer1/quake2 metal style textures, it appears to be nothing special. However the front of the red base is fantastic, looks very threatening and is the best looking part of the level to me.
The r_speeds of the level are absolutely fine, and the documentation is as full as possible, so there are 2 high scores there. The respawns as well are almost perfect. Non-campable, and with full resupply except for not that much health, but then we like medics dont we? Gren2's are only available seperately for each side, and generally the respawns are great. Again if the respawns were a little smaller it wouldn't be so tedious missioning across the room to get that red armor :).
The bottom line is that this is fantastic on public servers. Organised/clan matches I can't say, but the point system may not be so balanced then. Check it out, play it if you can, and if you are looking for a good goal system for mapmaking that isn't too hard, and still fun, try infiltration style, and use this quality map as an example.
-razzimatazz
Screen Shots:
Image 1: The defence fort looms ahead
Image 2: The good old ramps room.
Image 3: The infiltrators barracks and resupply.
Image 4: Deep in the famous flag room.
Image 5: Looking up that damn hard to jump lift.
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