 |
Date:
28-08-99 |
Teams:
4
(Teamed Together) |
File:
feuersturm.zip |
Players:
24-32 |
Game:
TFC |
Size:
Huge! |
Briefing:
Looks
nice, but is confusing. |
|
 |
Feuersturm
 |
Author: Richard Schmidt
[NiceMice] | Reviewer:
Borg
Objective:
Bring the enemy flag back to your capture point to score.
For each team's related presidents: You have control over the Turret and Mortar on your
base, as well as for the Airstrike button, when you have the control key.
Scoring:
-n/a-
Evaluation:
I do have to say, this is a very attractive looking map.
We were all impressed by the quality of the textures, the very good overall lighting, and
the fact that the sky was clipped properly (no conc-jumping here). It sure does look nice,
but playing on it was another story.
The construction on this baby is very good. All the
textures, light fixtures, lighting in general, and rendering was done very well. No new
textures were used, but the map didn't really dictate any. Theme on this was pretty well
done, as the author doesn't really specify one, other than huge 2fort action, with 4
teams. Of note here, although there are 4 teams, the yellow team prez is partnered with
the blue team, and the green team prez is partnered with the red team. No other members
are allowed on the yellow or green teams, as the president's function is for manning
certain features of the map.
The outside layouts, for the outside of the bases, on and
under the bridges, and in the center fort was pretty clean. Where this thing really fell
apart was on the inside, where there were so many twists and turns, you found yourself
running in circles aimlessly, and getting more and more pissed off in the process. Again,
another good example of how important signage is in a map. If you make it this twisty, be
sure to help people out by at least giving them some direction! There's nothing worse than
not being able to find the key/flag you need, and then once you have it, not being able to
find your way out! There was good connectivity, it's just that it should have been marked
way more clearly. It all starts to look the same in there.
Teamwork on this map was pretty good, and adding the
other 2 teams did help to a certain degree, but using presidents? Besides having no
weapons, and having the worst health rating, they're not the fasted guys in the world
either! I really see the inclusion of the green and yellow teams as an afterthought,
rather than a clean integration of them into the map. Otherwise, your standard 2fort
teamwork does serve fairly well, and there's plenty of opportunity for all classes to
really get out and stretch their legs. Keep in mind that this is a large map, and you'll
find yourself doing a fair bit of running. This will change with a large player load, but
this map is a lot less fun without it. I'd recommend this map for clans that are looking
for a good battleground, but leave out the green and yellow teams. Focus on the blue and
red teams instead, and you'll do just fine.
Verdict:
This is a very nice-looking map, is on the huge side of
the scale, and a recommended one for clans. However, the inclusion of the green and yellow
teams seems more of an afterthought. Worth the download to
see, but unless you have large teams to run on this sucker, I suggest you look around a
bit more.
Section |
Sub-Section |
Score |
Design |
Construction |
6 |
Theme |
4 |
Playability |
Layout
& Mobility |
4 |
Tactics |
Teamwork |
5 |
Strategy |
5 |
Overall |
-[
24 ]- |
Delta
Bravo Final
Score:
- 24/50
-

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