 |
Date:
28-12-99 |
Teams:
2 |
File:
cydonia.zip |
Players:
8-24 |
Game:
TFC |
Size:
Large |
Briefing:
Another
excellent offering to spend hours playing on. |
|
 |
Cydonia
 |
Author: Akula
-J- | Reviewer: Borg
Objective:
Enter the enemy base and make
your way to where their flag resides in the back. Grab it and bring it back to your
cap point. Secondary goal is to destroy the enemy control center.
Scoring:
15 Pts for each
flag capture. 7 Pts for det-packing the control center.
Additional Notes: Dropped flags return to their base after 60 seconds. Control
center doors stay open for 30 seconds.
Evaluation:
Another quality
offering from the crew over at Zfactor
Productions finds it's way into our hands. While most of the map
makers have been pretty lax, these guys always seem to have
something new either on the way, or just released. Personally, I'm a
bit of a fan of Akula's, and I really enjoy seeing just what will
come across his mind next.
First off,
construction on this map was pretty well done, if not excellent. I
personally found the main yard outside the bases a bit laggy, but
judging from the feedback, I wasn't the only one. I realize that
this may be a limitation of server implementation, or of client
set-up, but it's only a minor beef. I really do like the new brick
texture that is used here, as it looks quite neat, and adds that
degree of "newness" that we've been needing to see. Akula
did borrow a couple of fabs from other map makers, but adequate
credit is given where due. A very nice readme.txt is included with
this, and I just wanted to give it mention. Now, the name "Cydonia"
is lost on me, call me dumb-ass or whatever, but I kept trying to
figure out if it was in reference to the intended theme, or what. As
such, I can't give too high a mark towards the theme category on
this map, due to the lack of one being highly prevalent. While there
are a good many things that are fresh in this map, nothing really
points to an overall feel.
The layout and
mobility on this map are above average. While the map does have a
bit of a learning curve, there is adequate signage on the map to
lead you in the right direction. The maps construction is linear
enough to ensure that you don't end up doubling back on yourself, or
getting hopelessly lost. Akula makes mention of the fact that he
prefers to have a learning curve on the maps, harkening back to his
days in the Quake scene. The respawns are well thought out, and I
didn't once encounter any camping in any of these locations. These
are also the only resupply areas, so make sure you don't needlessly
waste ammo while out in the field. Some interesting things of note
are the underground passages, and hidden secondary access routes to
the flag. I enjoyed the way they were put together, and is a nice
alternative to the mainstream frontal rush. I know that Akula was
hoping to have moving trains on the tracks underground, but design
problems prevented this. You'll also find that one of the crates in
the flagroom is movable, and this can be an important strategic
device, when you're caught defending the flag all by yourself.
You'll also need to remember to bring along a demoman on your
offensive excursions, as it's the only way to gain access to the
secret second access points to the flagroom.
The teamwork and
strategy on this map are excellent. Without using all of your teams
abilities and classes, you'll find yourself on the losing end of the
stick. Akula has done an admirable job of providing opportunities
for all the classes, while ensuring that one won't be a dominating
force to be contended with. I hope that map makers will take note of
this, as it's very important in the overall teamplay aspect of the
game. There are a great many places to use to your
offensive/defensive advantage, and you're only limited by your own
imagination as to what to do with them. This will help ensure this
maps replay value, and I'm sure we'll be seeing this one around for
some time. Referring back to my mention of the movable crate within
the flagroom, I also found this to be of help on the offensive side
as well. In one instance, while waiting in the flagroom for the flag
to return after being captured by another member of my team, I
pushed the crate into the doorway, effectively blocking off one of
the routes the defenders could use. As it takes a bit of effort to
move this sucker, I knew I could concentrate my energy on the
remaining entryway, as anyone trying to move the crate could be
picked off when I heard it move.
Verdict:
A must-have
definite download!
This is quite the map, and the care and thought that went into it's
design is evident in all of it's areas. While I would like to have
seen a much stronger theme employed, this won't detract from this
maps playability at all. Another excellent example from an
established map maker.
Section |
Sub-Section |
Score |
Design |
Construction |
8 |
Theme |
5 |
Playability |
Layout
& Mobility |
8 |
Tactics |
Teamwork |
8 |
Strategy |
8 |
Overall |
-[
37 ]- |
Delta
Bravo Final
Score:
- 37/50
-

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