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Date: 06-10-99 Teams: 2
File: DFbasev2.ZIP Players: 4+
Game: TFC Size: Medium
Briefing: Average.
  Different Bases v2

Signs!

The green base....with a neat tower.

The yellow base.

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Author: Bluestrike McQueen | Reviewer: Borg

Objective:

Standard Capture the Flag

Scoring:

10 points per capture

Evaluation:

This is another map from Bluestrike, a member of the clan Wildcards. As with his other effort, Hazard Course Deadly Game, he once again shows how clan experience can help you with designing "teamplay" maps. While there are a couple of exceptions, there's nothing really out of the ordinary about this map, but it's still a solid effort. Just keep in mind the "green monster".

Construction of the map is pretty good, and other than a glitch that was allowing one player to grab the yellow flag from their base without actually going inside, all seemed to work ok. I haven't confirmed this issue with the flag-grabbing, but I'm sure someone else will. Just be aware that this was brought to my attention during the game. There is excellent use of signs on this map, and you'll pretty much always know where to go, so there's no chance of getting lost. The design of the map is pretty straightforward, so there aren't a hundred different ways around the map to confuse you. There's not really much of a theme here either, just your standard 2fort fare.

As mentioned above, the layout of the map is pretty linear, and there's plenty of signs to be found. As such, you'll have a very easy time getting around, and be able to concentrate on the game at hand, rather than spend an inordinate amount of time finding things. This may make this map sound unimpressive, but that's not the picture I'm trying to paint. While the map is standard, the author has done a number of things essential to good gameplay just right, making this a solid teamplay map. We experienced a few high r_speed areas in the map, but nothing to really bitch about. You'll find some lag when in the open areas, but only when up higher on the bases or towers. I did actually manage to fall off the map into a crevice at one point, and had to kill myself in order to get back into the game. This was strange, but it also was a very small spot. I'm sure this map has seen a good bit of testing, which is evident in it's gameplay.

Due to it's clan upbringing, this map makes many points for teamplay. There are many areas for all classes to be utilized, and weapon placements have been added to make up for poorly planned teams. With good communication, and clear objectives, this map can easily enforce how good, or how poor your team works together. Strategy goes hand in hand with this, and being able to employ all the classes, in different capacities, makes this element easy to use. Overall, a good effort for the team aspects of this game. I hope all map makers keep this in mind when designing their maps. I guess a little clan time would benefit map makers trying to conceptualize this principle.

Verdict:

Another average map, but one worth getting. Just be aware of it's limitations, and take into account that it was designed with a clan member mind-set. There can be problems with scoring, due to the "green monster", so be aware of what version of HL you're running. It's a good, everyday map, that has done a number of things right, but it doesn't have anything really striking.

Section Sub-Section Score
Design Construction 5
Theme 5
Playability Layout & Mobility 7
Tactics Teamwork 7
Strategy 5
Overall -[ 24 ]-

 

Delta Bravo Final Score: 
- 24/50 -

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