Author: Wils (Matt Wilson) Release Date: October 10th 1999 Reviewed by: Razzimatazz Review Date: November 25th 1999 Size: 6-20 players FTP: MBASESR.ZIP |
![]() |
Architectural Originality Interior Architectural detail Proper use of textures Light & Ambience |
3/5 5/5 5/5 5/5 |
Speed & Efficiency Documentation (.txt) |
5/5 5/5 |
Respawn position & construction Item quantity and positions Gameflow & Class Specifics My own 2 cents |
5/5 5/5 5/5 4/5 |
TOTAL: 47/50 EXCELLENT!!!
This level is beautiful. I mean I had to take a bit off as it is based on the old school tf map - bases, but otherwise I can't see anything wrong with it!
Wils (otherwise known as edge) is the author of many maps, well known ones such as 2night2, Aztec1, and toxin1b1 (unreleased but great map). He has a definite style of smooth design in his levels, great use of textures and lighting creates a lovely theme in all of his work, and especially this map. Ok I suppose I better explain why I think this map is so good!
The original Bases was not a favourite of mine, it had a massive fullbrite area outside, more wide than long, with two (2) bridges crossing over a horizontal body of water. The main entry of each base lead into the ramp room, which had a respawn just to either side of it, and was built in bright tech textures. There was a long long sniper area, and a water entry to each base, which had an in pipe and an out pipe, which was interesting. The flag area was quite cramped, only two small passages leading there, so I didn't enjoy it much. Now we see a totally re-textured and re-lit level, with lots of flash details version of the map, by a different map maker, and I think its great. You get a very interesting 'millennium' feel from the level, the author has used similar textures throughout the map, which is a good thing when done properly, such as standard metal trim.
The outside area instead of being totally flat has some slopes around it, which is a simple feature that makes things a little more interesting. Thats the sort of thing I am trying to encourage into new TF maps, along with smoothed corners and edges, like the author has done with most of this map. Having two instead of one bridge is something that made the original map popular, there was a hell of a lot less bridge spam, and the same applies to this version. There are still two huge sniper 'nests' (one for each side), but the size has been toned down a bit. Each nest has a lot of things to take cover behind, and there are also two smaller sniping windows on each side of either base, which are elevated above the rest of the area. If you fall into the water, there are the two wind pipes per team as water entrances, as in the original map. These are a nice feature, and lead to the water access room, where a lift chokes the route up to the back entry to the ramp room. So a defender with ears can usually cause havok to attacks through there. Though in this version of the map you can rocket-jump up without using the lift.
The front entry of each base gives you the option of going straight up the main ramp into the ramp room, or going around to the side and up a small lift. The lift takes you up often behind any defenders backs to the upper ramps, but I assure you this trick only works once, if it all :-). The ramp room itself is slightly similar to that of Well6, it has two ramps meeting down in the middle of the far wall, which is also where the water entrance joins back with the base. Unfortunately some people feel inclined to spam that little choke point, but its normally easy to negotiate. To the left and right of the ramp room are long corridors which link around to the large sniper area, and also hold the two respawn rooms as in the original map. However in this version, there are resupply bags rather than respawning ammo, which is much simpler, and I prefer it.
If you manage to traverse the ramps, there are two relatively small passages leading up to the flag area, which bends around and up to lie above the ramps room, and contains the two (2) main goals of the map. The flag area is interesting for defence, it offers some oppourtunities for sentry gun defence etc, and pipe traps, though it isn't huge. The points system for the two goals is what I'l explain here. There is the standard key/flag, which gives you 10 points + 10 team frags for capping the enemy key at you computer, which lies near your flag. Upon capping your team's medics and engineers receive 100 medikits and 100 cells respectively. A demoman can also damage the enemy computer with a detpack, which gives 5 team frags (not points) for every team member, and restocks the demoman. If you attempt to capture the enemy flag while your computer is damaged, you lose 10 points! The computer can be repaired by an engineer standing on the cap point though, so just pay attention to whats going on!
I only took a point off in the 'my two cents' score as the flag area layout of this and the original map is not perfect to me. I think it is a little hard on attackers, and a little to spammable, but it does depend on who is playing the game. R_speeds and latency are fine throughout the level, nothing wrong there, and If I haven't said it already, the lighting and texturing are beautiful and original, with not too much of a quake2 feel. This map is a map for the millenium, I really hope that people do start playing it, and maybe get some ideas for how good your map could be if you really tried. Of course If you are stuck for ideas, I am available to help anyone, as I like seeing top quality work like this.
-razzimatazz
Screen Shots:
Image 1: Outside, with the two bridges.
Image 2: The red ramproom, with red
key on the floor.
Image 3: The red water access room.
Image 4: The blue flag/computer room.
Image 5: One of blues respawn rooms.
This site and it's content is copyright F.C.O. enr. 1998.
All original art and graphics are watermarked for authentication
purposes. The content submitted by contributors is copyright by
the respectful owner.