 |
Date:
06-10-99 |
Teams:
2 |
File:
closeden.zip |
Players:
8-20 |
Game:
TFC |
Size:
Small |
Briefing:
Ugh! |
|
 |
Closed Encounter
 |
Author: BoBBo
| Reviewer: Borg
Objective:
Go to the enemy tower and get the flag. Bring it back to
the well in your base to capture it.
Scoring:
10 points for each capture.
Evaluation:
A first attempt at map design this is. The fact that it
was sent out for evaluation also shows that the author hasn't paid much attention to all
the resources available to help budding map designers. This couldn't have had much
beta-testing, due to many of the glaring errors that were found in it, and the author
should keep this in mind for the next map he works on. It isn't a square box, but it sure
is close.
Construction was very poor, and the number of
miss-aligned textures, very apparent pre-fabs, and downright ugly color schemes all go to
support this. The author followed the 2fort theme to the very end, but had nothing
original to add. If you're going to build a map, at least take the time to solicit for
ideas, or try to write your ideas on paper first. No good plan can happen without proper
planning, and I fail to see any here. The thing that sticks in my mind the most, are the
scary-ass ladders that look like they were cut-and-pasted.
Layout was pretty linear. Like I said, not quite the
square box, but how about 2 square boxes, connected by a bridge? You could see all the way
into the enemy base, so any use of signs would have been redundant. You'll definitely have
no problems finding the flag in here, as there's no where else to go. Mobility is standard
fare, but getting caught on one of two ladders leading out of the water is downright
aggravating, especially when you've got lead pouring all over you. Needless to say, many a
cheap frag was had this way, when the heavy spammage let up for a second or 2. With all
the ammo in the re-spawns, you could spam to your heart's content, killing friend and foe
alike.
There's not a whole lot of teamplay available here, just
pick a weapon, and start blasting. The author included a sniper deck, but you won't last
long up there. Quick defense set-up was supposed to be the rule of this map, but if your
team is fast enough, why bother? This thing just ended up either being a grudge-match, or
a scout marathon. Either way, strategy and teamwork weren't included in this design. With
a few tweaks, this might work as a Death-Match map, but Team Fortress, it ain't.
Verdict:
Steer Clear. This is a very
obvious first attempt that should have had WAY more testing and work before even getting
out to the public. While this is a good learning experience for the author, players should
download elsewhere.
Section |
Sub-Section |
Score |
Design |
Construction |
1 |
Theme |
1 |
Playability |
Layout
& Mobility |
1 |
Tactics |
Teamwork |
1 |
Strategy |
1 |
Overall |
-[
5 ]- |
Delta
Bravo Final
Score:
- 5/50
-

|