 |
Date:
18-10-99 |
Teams:
2 |
File:
kanviwar.zip |
Players:
6-12 |
Game:
TFC |
Size:
Medium |
Briefing:
Average. |
|
 |
Kanvi War
 |
Author: Luis Quirós
([KTM]Fulgui)
| Reviewer: Borg
Objective:
Standard Capture The Flag fare. (the readme was in
Spanish :(, sorry) You need to shut down the opposing team's generator to gain access to
the flagroom, but don't waste any time, as the generator automatically re-starts, and
could trap you there.
Scoring:
10 points per flag capture.
Evaluation:
Another solid, albeit unoriginal, ctf map. While the
author has used some good techniques to spice up the map, there's not a whole lot to cheer
about. It's not cutting edge, but at least everything works properly, and it's been done
right.
Construction of this map is pretty good, with not much to
complain about. Everything has been properly placed and built, and things are relatively
straightforward to use. The use of signs is above average, so you at least know where
you're going, which makes life much easier. Lighting, item placement, and textures are
used well, and the author even managed to implement some original stuff of his own (see
screenshots). People complained that this map was pretty ordinary, but guess what? it's
still a good map, worthy of your collection. While there's no real theme to speak of, and
I have no idea what "Kanvi War" is supposed to mean (mainly due to a sparse
readme), this obviously wasn't the in the authors overall scheme.
Layout was good on this map, and you definitely had to do
a little thinking whilst running around this puppy. Due to the amount of signs, and
smaller size of this map, things were pretty easy to find. After you established your main
routes, you could start to explore the other areas of the map, and find other methods of
aiding your team. Ammo and respawns were ok, but the base designs and layout made for bad
instances of respawn camping. Once you start loading this map up, you'll find the
problem only multiplies. Mobility was good, but the one nagging complaint about this map
was the fact that the elevator that went from below ground in each of the bases, to the
upper level was hell to get off of. You had to do some fancy keyboard antics to get off of
it, and this only added frustration when someone was hot on your heels with a gun in
his/her hand. The addition of the minefield, and flagroom laser generator are neat
additions to the overall scheme, and makes for some interesting moments.
Teamwork has a strong emphasis on this map, and if you
don't work together on this one, you'll suffer for it. Not only do you need back-up during
flag attempts, you also need a good team at home, making sure things are kept in order. If
people don't pay attention to their jobs, you'll lose ground quickly. There's plenty of
opportunities for all classes on this map, but snipers will definitely have a hard time
here, due to the design and size of this map. This map does lend itself to multiple
playing strategies, but its size and capacity do limit this somewhat. A larger
implementation of this design would probably do a little better, but without some really
"reach out and grab you" features, this map will fall out of sight quickly. I
recommend that this author take his solid design skills, and work on something with an
original theme, I think everyone would appreciate his attention to detail.
Verdict:
Download this one. Even with
it's shortcomings, this map is a solid one. Just be sure to keep your team size within the
authors recommendations, because he's right on the money with this one. Overall, this will
enjoy some status, but it's still lacking that pizzazz that everyone looks for. Nice work.
Section |
Sub-Section |
Score |
Design |
Construction |
6 |
Theme |
4 |
Playability |
Layout
& Mobility |
6 |
Tactics |
Teamwork |
6 |
Strategy |
5 |
Overall |
-[
27 ]- |
Delta
Bravo Final
Score:
- 27/50
-

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