PROGRES2.BSP

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 Author: Craig J. Dudle [Mr Salty]

Release Date: 12/09/97

Reviewed by: grimm [502]

Review Date: July 21st 1998

FTP: PROGRES2.ZIP (1.426 Mb)

take a look at the docs PROGRES2.TXT


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

TOTAL: 39/50 Very Good.

Notes: Here is a fresh scoring idea that I have never seen before. It not only stays rather simple, but it definitely adds some incentive to teamwork, but gives team members various goals to achieve. The object of this map is to take a rune from your respawn (starting with the first S rune) and bringing it to the enemy flag room. Every rune will have a different effect, aside from giving everyone in your team 3 frags (1 extra for capping player), the runes will open access to these various points:

1- First rune will give your team access to the wind tunnels.

2- Second rune will give your team access to the re-supply within the enemy base (see screenshot #5) which is situated close to that swampy, brown water little area that also leads to and from the sewer pipes.

3-Third rune will open the cage surrounding the enemy flag, giving your team members access to the high scoring flag. (10 points for all team members, 1 extra for capturing player).

The architecture is original and eye pleasing. Texture wise, I think the author has done an excellent job. The texture combinations from the various texture packs are really well executed. We can note a certain theme to different rooms, rather than a base wide theme. The lighting is really well done, the one spot that is trivial but which really caught my eye in terms of lighting was the screenshot #3, it somehow reminds me so much, of a ray of sunlight just infiltrating this gloomy place and shinning on that balcony. Really nice.

Now we come to the part that pleased me a bit less in this map. The size of this map is slightly daunting at first. I usually take scout, to run around quickly and snap some screenshots while I check things out. But I tried taking soldier just give it a little whirl. It was depressing how far I had to travel to get someplace. I have visions of light or medium armored classes taking over on this map, lots of demos and pyros spam controlling key points. But I haven't tested it yet on a server, therefore I can't really say how it would fare. I know it behaves alright when it comes to the r_speeds values. It shouldn't lag out more than any other map it's size such as Well6 or DCF4. But I think having that one main respawn where the runes are buried deep within the bowels of this large fort could be a problem. Actually, let's not use the word Problem, let's say Challenge instead.

I like seeing new and original map concepts, I like jumping into a new map and having to figure everything out in the middle of a public game, therefore don't let the size of this map fool you. The author says this is a 32 player map, if server admins have the bandwidth for 32 player matches, I think this map would really rock. I can't recall every playing in a game with more than 20 players, so I would also need to rethink my gameplan. Clans wishing to put their squads to the test could definitely have something to gain from running this map. You will need a great deal more teamwork to capture the flag in this place!

Bottom line is that this map has a great deal to offer the player who likes a challenge. If you find that straying too far from your 2fort* nursery has you all panicky, then don't bother. This map is for ass kickers only.

-grimm [502]

 

Screen Shots:

Image 1: One of the main Rooms of the Blue Base.
Image 2: The First Room you must brave to reach the lift or spiral down
Image 3: Blue Base Main Room Balcony
Image 4: Rune Drop Off In Enemy (red) Base.
Image 5: Team Re-Supply in Enemy Base, activated only after 2nd rune capture.

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