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Date:
29-12-99 |
Teams:
2 |
File:
mulch_2fort.zip |
Players:
20 |
Game:
TFC |
Size:
Huge |
Briefing:
Refreshingly
different... |
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Mulchman's 2 Forts
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Author: ][-Mulchman
| Reviewer: nimrod.
Objective:
Run allll the way to the
enemy base, get their flag, and run allll the way back to capture
it.
Scoring:
10 points for capturing
the flag.
Evaluation:
A refreshing break from
the standard 2fort, Mulchman's stands out as one of the few
asymmetrical CTF maps currently released. But there are a few
obvious problems that hurt this map. Realize, however, that it's
still fun!
This map looks good. Very
good. Beautiful, even. Unfortunately, this can't be the only good
feature if you want a good overall map. Mulch is also very large. In
fact, it's overly large. The trek from base to base can actually
takes minutes. Add in encounters with enemies throughout, and by the
time you get there you've got a dispersed, disorganized, and
weakened offense.
Yet another major problem
is the lighting. The problem is inside the caves, where it is very
dark. So dark that you can't see the color of the clothes of the
person right in front of you, causing you to attacking members of
your own team while sometimes ignoring actual enemies. And with the
length of the caves, getting turned around and going back towards
the wrong base can also happen pretty easily.
The layout of the base is
more complex than most 2forts. The red base is large, multi-layered,
and has multiple entrances. The blue base has a single entrance from
the front, and consists of a small square courtyard with a raised
flag room. The red flag is held high up in the red base.
The problem of balance
comes from both directions, team v. team and offense v. defense. The
greatness of the offense v. defense unbalance cloaks the team v.
team unbalance because both teams should be able to set up very
strong defenses easily, and neither team has the ability to organize
an offense that will strike that far without becoming disbanded. The
result is a scoreless game on the behalf of both teams, making the
teams appear balanced.
Strategy for the blue
defense consisted completely of sentry guns. About 3 did the job
pretty well, due to the close quarters for the blue flag. Any spies
who wanted to destroy the sentry that we had at the flag would have
to get OUT of the flag room after throwing his grenades, opening
himself to fire from the disgruntled Engineer whom he had been
violating. Overall the map's layout called for strong defenses, and
small offenses, leaving the game scoreless, like I mentioned
before.
Verdict:
Carefully consider
getting this one just to look at, but don't look for, or expect to
see it often. It's just way too open to easy tactics to be
playable on pubs.
Section |
Sub-Section |
Score |
Design |
Construction |
7 |
Theme |
4 |
Playability |
Layout
& Mobility |
4 |
Tactics |
Teamwork |
3 |
Strategy |
4 |
Overall |
-[
22 ]- |
Delta
Bravo Final
Score:
- 22/50
-

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