[Delta Bravo] -main-
 

Delta Bravo

Site
-News
-Archive
-Staff
-Contact
-Forums

Reviews
-TFC
-TF2
-Library
-Criteria

Editorials
-Insights
-Archive
-Screenshots
-Interviews

Technical
-File news
-Mods
-Patches
-Misc
-Servers
-Conduct

 

Date: 10-31-99 Teams: 2
File: quad.zip Players: 10+
Game: TFC Size: Large
Briefing: Roomy and pretty.
  Quad

The Flagroom.

Quad!

Hmmm...a base...

Download Now

Author: Jeff Meyer | Reviewer: nimrod.

Objective:

Capture the flag. Leave your base, enter the enemy's, steal their flag, then stick it in a square hole in the ground, and magically get points.

Scoring:

10 team points per capture. 10 personal frags to the player.

Evaluation:

Definitely inspired by the Quake series, this map has its share of minor flaws. This map has at least an attempt at a theme, albeit a weak one.  

Well constructed, but with a few minor texturing flaws, this map looks, at best, decent. The front of the bases have a huge red or blue flag texture stretched beyond its limit to the point of ugliness. The lighting of the map is rather dark, but I believe this goes with the theme, which is definitely Quake-ish. The colors go along with the theme too, if you really want to consider Quake a theme.  People, don't copy off of other games. Come up with original ideas, they always work better. r_speeds aren't really a problem on this map.

The layout is pretty straight forward 2fort, but the capture point is an exception. In Quake CTF your flag and cap point were one in the same.  On this map they aren't, but they are, however, right on top of each other. The flag/cap room is a 3 level room with water access at the bottom, your flag on the middle level, and the capture point at the top. A mixture of elevators and ladders provide easy access from level to level, and signs tell you where you are. Connectivity was good here, too, with the exception of the water access. Once the grate is blown, you should be able to make it through easily, right? Wrong. Playtesters were often getting hung up on the broken grate bars.  In a good game, nothing is more annoying that having to start a run over again because of a glitch like this. Another annoying error was the respawn doors. In 2fort there is an entrance and an exit, and this map is no different. But which door is which? You never can tell. A couple of signs could have solved this problem.

When the enemy puts out a decent effort on defense, your offense is definitely going to have to work together to get in, and then back out. This map leaves room for hand to hand combat, but no so much room that the short range classes are rendered useless. Demos and HWs won't be overpowering, but they will have use. Snipers are useful for guarding the 'secret' of the map, which is that Quad damage in the center of the map.  Engineers may or may not choose to use the ledge provided for sentries in the ramp room. I personally wouldn't, because intruders would know where to look for a sentry, and avoid it accordingly.

The Quad damage is at the top of the tower in the middle of the yard.  Viewable from both sniper's nest, it should have been more difficult to get to. Once it's picked up, it may be a long wait for it to return.  And if you DO manage to get it, use it fast, because it won't last long.  Beware of fast classes with the Quad damage: a medic with a super-nailgun dishing out 4 times the normal damage is a scary thing.  Listen for the tell-tale sound of Quad.

Verdict:

Consider getting this one.  I only hope this author will come up with some good original ideas, and apply these map making skills to that cause.

Section Sub-Section Score
Design Construction 5
Theme 4
Playability Layout & Mobility 4
Tactics Teamwork 5
Strategy 5
Overall -[ 24 ]-

 

Delta Bravo Final Score: 
- 24/50 -

Download Now

 

 

 

All trademarks are property of their respective owners.
Content and graphics of this site ®1999-2000 Delta Bravo.