SVALLEY.BSP

[ Back - 502 Main ]

 

Author: Matt Manuel (Greymon)

Release Date: Feb 19th 1998

Reviewed by: grimm [502]

Review Date: 24th March 1998

FTP: SVALLEY.ZIP (539k) take a look at the docs SVALLEY.TXT


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

TOTAL: 35/50 Good.

Notes: I found this map, on Crazy Ivan's site (author of tfexper.bsp) when I visited it, to find the map he asked me to review. My first impression was 'damn, where are my sunglasses, it's fuckin' bright out here'. The outside area is just too bright. Quake was designed to be a dark and mysterious game, when I see stuff in fullbright like that, it just makes me shudder. But that is a question of personal opinion. I mean 2fort4 is just as bright and look how popular that map is!

I think this map has some great potential though. I really like the barriers and elevated hides. The catwalks on either side are also a nice touch. But the bridge is just abit too narrow. I mean, all it takes is a few good snipers aiming there, and no one is getting accross. I sort of got the impression this map was designed for snipers. It just seems to be geared that way from the outside. But the rest of the base is more balanced.

An important note here, is the fact that the author really wishes to promote teamwork. I am sure many mapmakers feel the same way, but he has put some effort into achieving that goal. Unlike most TF CTF maps, where when dropped, the flag stays there for 60 seconds. On this map, it returns after 25! This is in order to promote team communication, and avoid having single players constantly dashing for the flag they dropped, without ever telling their team where it is. You should also note that when capturing the flag, the points are awarded to teamscores only. Also a step towards avoiding frag hunters.

The base is sufficiently complex to keep you thinking up new strategies. Be it offence or defence. But it also keeps the new players from running around in circles for hours in confusion. For a change, the author also opted for an UPWARD climb to the flag. Instead of the usual dungeon approach.

The respawn room was inspired by 2fort5, with it's dual respawn room. This is said to cut down on respawn camping, but I really don't see how. I mean if an enemy gets into the item room, fills up and camps in front of the respawn door, that's just as bad wouldn't you say? Well for one thing, there are less chances for telefrags.

The items in the respawn room are abundant but not overly exagerated. The medi-pack is a nice touch. It not only really catches your attention due to the new skin, but it also makes sure that players will not be waiting long for health. Something that makes 2fort5 such a pain in the ass.

This map is well inspired and is definitely interesting and different. My only gripe is the fact that it is inspired a deal too much by 2fort* and it's lack of interesting interior detail and more varied and interesting texture use just makes it fall short of what it COULD achieve. There are just too many maps out there that fit that same category, they almost seem unfinished.

But I keep it in my personal map collection, because I still enjoy fresh new maps that will challenge every player and the ability to play as a team!

-grimm [502]

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.