TEMPLE.BSP

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Author: Darin Booker (Bardic) and Robert Marotte (BrewMan)

Release Date: 03/14/98

Reviewed by: grimm [502]

Review Date: 17th March 1998

FTP: TEMPLE.ZIP (799k) take a look at the docs TEMPLE.TXT


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

TOTAL: 36/50 Good.

Notes: I like to start with the things that I found annoying, or the usual rant on things I think could have easily been improved. First and most aggravating detail that always brings a bad reaction out of me. QUAD! I think TF is a game of teamwork and strategy, the TF Software crew worked hard to create a balance in the various classes. But the usual quake special items just plain destroy that. Sure in some maps it could be fun. But this seems to be a serious CTF map. I mean even in a classic and really well done map like 2tech*, the power up just plain ruins the whole thing and that is a really fast expiring power up. In this map, we have a full blown Quad damage.

That is a personal rant. Some of you might actually LOVE the fact that theres a quad added!

The interior detail on this map is not bad. I really like the main room in each base. Really a good size and is overall a good design. The fact that the respawns are in the middle of the action is also a nice touch considering it really gives all those slower classes a real start point. Although maybe a respawn in a more remote location would have also been welcome. The author definitely thought about the items in the respawn. But I still think 2 gren's of each type in one swing is just asking for spamming. The fact the the respawns are also so close to the main defence point in each base, makes it even more likely.

Back to the interior detail topic. I think the author could definitely spice the map up with a few nice touches to the interior. I am not talking huge architectural changes, but maybe a few elevated sections, maybe a few thin ledges and I think DEFINITELY put a touch less light all over the place. There is little or no shadow cover in this map, which in my opinion is something all maps should have. Why such a high light & ambience score? Well it was not distributed with the original .ZIP but the author informs me a new release is forthcoming, I liked the fact that the author tried hard to stay in the 'theme' by adding a custom model for the flag and a custom sound for the re-supply packs. It definitely makes a difference.

This is a map I would really like to see in the server lists. I mean this map is not small, but it ain't big either, it's just about right. The fact that the base is one giant bottleneck and the close proximity of the respawns to the main action will make this a fast paced and definitely gib filled game. Check it out and remember to contact the author with your comments and suggestions.

-grimm [502]

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