SILVFORT.BSP

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Author: >V< Daredevil

Entities: >V< Vantage

Release Date: June 24, 1998

Reviewed by: wormboy [502]

Review Date: July 22, 1998

FTP: Silvfort.zip (1.84Mb)
Note: DCF4.bsp Incl.
the FAQ is located on his site, right here

 


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

TOTAL: 37/50 Very Good.

Notes: Alright, I have finally finished my first review and it took some time : ( All apologies.
I'm seeing more and more unique scoring and gaming maps out there, outstanding! Keep 'em coming!
This is basically a capture the flag game with a few new twists, and a few new twists = new gameplay.

First off, took me a while to find the flagroom. Then i found it's a long drop to get to the enemy's flag, definitely not for the weak at heart. Second, there is absolutely no way for you to enter your own flagroom. This calls for a whole new line of defence: protecting the capture points. (Yay, something new for a change) Now say the enemy has your flag, they must bring it to one of three capture points: sewer, bridge, or lava pit. (Note: Bridge is located above sewer, but due to clipping texture you cannot jump off.) In order to capture, they must find out which one of these three points are open, hence one can't just cap anywhere. That's where defence comes in. All three capture points are equipped with intercoms, meaning team can radio in for help and there is a way for team to know/change which capture point is open via a control panel.If you find yourself running around still trying to figure it out, a demo is now available at the authors site!

Now that that's all cleared, let's get down to business. A couple of things I have noticed is that the intercom is too sensitive. I'll be walking by minding my own business and it will go off, this may tend to mislead your team. Another thing, which we'd like to stress, is the use of three little Quake item no-no's, that's right, the 'Fallout Effects' (quad, invisibility and invulnerability) Although, if you read the story behind the map, there is a reason for them. So I guess we can let it pass just this once : ) Also, there are no docs included in the file which ticked me off a bit. There is however a FAQ located on his site.

Texture wise, I find it lacking. There really isn't any type of mixing or embellishment going around. Another minor fault in the map is the design of the lava pit. Although quite nice, i often find myself stuck in a few cracks and crevice - that may become annoying after sometime.

Now, the plus for this map (apart from gameplay) is the limit of spam-o-rama type grenades, which is not included with the respawn supply packs. I won't give away it's location but it's out there somewhere, and it doesn't supply you with much either. It's our only defence against spam-lamers. There are also windtunnels located in the respawn for easy access to your teams capture points. I believe we will be seeing more of these, similar to the ladders in BAM4.

In my opinion, I really like this map. To tell you the truth, I was kind of bitchy about it at first, not knowing the rules of cap due to the lack of documentation normally included with the file. But I slept on it and gave it another go after reading through the authors site and realized this is exactly what we need in TF world, maps like Canalzone, Silver Fort, and the newly reviewed Progres2. We have just got to get out of that 2fort* loop! Why are we only a selected few? Keep those hamsters running boys : )

- wormboy [502]

Screen Shots:

Image 1: View of Forts.
Image 2: Red Base Flag Room.
Image 3: Control Panel.
Image 4: Sewer with intercom on.
Image 5: Lava Pit.

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