HEDGE7.BSP

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Author: Jeremy Morton ( Raistlan )

Release Date: 12/20/97

Reviewed by: grimm [502]

Review Date: 11th March 1998

FTP: HEDGE7.ZIP (358k) take a look at the docs HEDGE7.TXT


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

TOTAL: 36/50 Good.

Notes: Let us start by the lowest score and detail that bothers me the most. There are no respawn rooms, players respawn in the middle of the action. That is something I don't appreciate, considering that same main room also happens to hold an entrance and exit from the flag room.

The Flag room design here is very different from most maps, I was at first abit sceptical about such a system. You see the flag room has a teleport that will spirit you to the outside of the base, on a small and definitely TIGHT little floating podium. I was shocked when I saw that enemies could so easily get away with the flag. But there is one thing here we have to remember, in order to get the flag, the opposing team must really make an effort.

I found the textures very annoying, really nothing much as far as texture placement and selection goes, it is in the style of 2fort4, meant to be practical and not to win any fashion shows. But the interior architecture as well as the really different and chalenging exterior really give the player a run for his money when it comes to strategic planning. This is the sort of design that is initially abit daunting, but that can prove to be a very great deal of fun for the seasoned TF player.

There is something in this map that is just not coded right, I just couldn't find out what. You see I experienced some very strange slow downs and very high R_SPEEDS in the main/respawn/start room. I didn't think there was so much detail in that room, but yet the R_SPEEDS was sometimes well over 350! I would like to know if anyone else experienced such slowdowns. It is nothing dramatic, the map still passes the speed test with a great score and the general construction of the level seems bent towards keeping the player happy with many details and also with a nice smoothe ride.

Let us not forget to mention the interesting and very well positionned lighting in this map. I found the projected shadows on the walls and floors very nasty. It just gives such a cool effect. Light and shadows are something players will often overlook on maps they play often. But if we look at the popular maps out there, they all have a well balanced amount of light nd shadows.

Final words on this map, the lack of gren2's in the re-supply packs is mildly annoying. I am the sort of player that will try his best not to die when he has 3 health, in order to make it back, re-stock and continue the ass whooping. But I think I'd get annoyed real quick of never having any gren2's on me. Sure, many maps have really made it too easy for players to get type 2 grenades. But removing them completely is no better solution.

All in all, I think this map is a blast to play on! I had the chance not too long ago to give it a whirl with about 10 other players and we had a great time. It just takes some adapting to the idea that once an enemy grabs your flag, he's pretty much home free out of your base. You have to work overtime to make sure it never gets too far from THERE!

-grimm [502]

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