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Date: 18-10-99 Teams: 2
File: kanviwar.zip Players: 6-12
Game: TFC Size: Medium
Briefing: Average.
  Kanvi War

Signs!

The generator.

Blue base.

Step carefully...

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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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