HFACTOR.BSP
(Hate Factor 12)

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Author: Cheshire [Adam Quigley]

Release Date: May 9th, 1999

Reviewed by: Razzimatazz

Review Date: August 26th, 1999

Map Size: 6-12 players

FTP: HFACTOR.ZIP
take a look at the docs HFACTOR.TXT


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

TOTAL: 39/50 VERY GOOD

This is quake2 style pulled off very well. Its a perfect example for any mapmaker to see how much work can be put into textures and detail in a level. While I don't think the map is that functional, it is detailed superbly. I'l start with the good stuff.

Between each base is a "S" shaped area, the kinda area I like because I'm into sniper nests that don't face eachother. Its a realistic outdoor area, orange sky, with each base set into the rock. Inside each base is extremely original layout, I couldn't spot any spiral/ramps room/lift from 2forts anywhere. Unfortunately there is only the one small door into the base, which leads into a uncomfortable spammable corridor. There are two paths then, which both lead somehow to the flag room, which is a large room with spiral ramps leading up it, and a small alcove on one side, where the flag lies.

Throughout each base the detail is stupendous. The bases are meant to be carved into the rock, and you can sure tell that from running around. There are metal beams in most ceilings, weird bits where you could manage a nice sentry gun spot. To match the superb detail, lots of work has been put into the textures. Its a shame that things are overdone somewhat, and it loses its natural feeling quickly. There are hundreds of lights build into the walls, every single one of them aligned perfectly. The theme of a very modern base built into rock is carried on strongly throughout each base, with computer terminals in the respawns, lights and patterns on the floors, and it generally looks great. As I said it is not as natural as it could be, with its few purple lights etc.

Ok for the things I don't like. As I said before, its a little cramped in the front door. This applies for most of the level. Outside there is only the one route, which means it could be covered too easily by one person. An alternate/detpackable route would help there. It is possible to make a tricky jump up to the sniper nest, but other than that, things are just a little to easy to spam at the front door. The rest of each base is relatively small too, so then this level suits no more than 12 players I'd say. One feature I don't love in the map, is there is a button in the sniper nest that brings bars down infront of the flag, for about 10 seconds.

Once you try to work out how the layout of each bases will affect gameplay, you do notice how linked it is. Overlinked definately, so playing aint gonna be fun with too many people, or you would just get massive rear flag defence. This of course might be ok with just a few players, so I've marked it down in "My 2 cents", as Its a thing I believe about base sizing.

The bottom line with this map is, well it appears to have loads of work put into all the detail (the author says it only took him a few days!), so I would hope that anyone making a map would understand the possibilities of making it attractive. But still to this reviewer, how it looks isn't all that matters.

-razzimatazz

 

Screen Shots:
Image 1: Looking up at the blue base.
Image 2: Outside.
Image 3: The red team flag room. (flag round a corner in the middle)
Image 4: The blue cap spot, with front door below.
Image 5: The blue teams small lift room.

 

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