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Date: 29-12-99 Teams: 2
File: ramparts.zip Players: 8-14
Game: TFC Size: Large
Briefing: Pretty. But still a 2fort.
  Ramparts

Canyon carving.

Interesting...

That useless gun.

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Author: Ace_340 | Reviewer: nimrod.

Objective:

Get into the other bases flagroom and grab their flag. Run back to your capture point to score.

Scoring:

Standard CTF scoring, 10 points per cap, 10 personal frags to the scoring member.

Evaluation:

Another 2fort.  But luckily, it's another 2fort worth playing.  Very worth playing.  Good looking, fast moving, well connected, this map has a future.  But it's lack of originality (did I mention it was another 2fort?) will keep it from standing out.

Construction was average if not slightly above average.  There is nothing wrong with it, it's just not amazing.  Lighting was mellow and not too bright.  Colored lighting is used through out, and it thankfully isn't overbearing. There are plenty of dark corners and hallways for hiding and sneaking into the enemy base, but they aren't plentiful enough that offense is easy.  There is always some color, be it light or texture, that tells you which base you are in or are heading towards.  This is another theme less map, and combined with the 2fort layout, it might give the impression of being boring. Gameplay makes up for it, though.

The play on this map is great.  The flagroom is made up of a series of ramps, not narrow ramps, and not a bunch of ramps, just a few strategically placed to help balance the whole offense v. defense side of things. There is no water. Amazing, huh? The bases don't really face each other in standard 2fort fashion, but instead are offset to the side and form a toe-to-toe L shape. To go from one base to another you travel a short distance through a 'hallway' type cavern with high walls.  Inside the bases there are  multiple entrances and paths for each room, which is helpful for offense and makes defense a bit more interesting.  Each team has a snipers nest that faces the enemy base, and it's accessible thought the underground passages.

The underground passages are a problem. They could be very helpful if they were useable.  But since everyone seems to get lost and turned around while in them, they aren't.  There are signs down there, but they don't help one iota.  I've played this map quite a few times, and I've yet to go into the tunnels without having to backtrack and try multiple approaches before finding my way. Thankfully the outside area isn't all that dangerous or long, so the passages don't have to be used.

There is also a laser gun at the front of each base.  Most multiplayer turrets and guns are absolutely useless, and this one comes close.  I've only seen a few deaths achieved with this thing.  And it has it's share of bugs, too.  It seems that if a player dies while using it, it will continue to fire for quite some time.  Somewhere around a minute.  Weird.

Defense is a tad on the easy side with the ramps in play, due to the bouncing ability the Soldier possesses.  Sentry guns are useful, but not unbeatable, within the flagroom.  The defense on this map is not one that allows you to build and leave.  Every game I've been in with a tight defense included at least 2 people holding down the base, with one of them being an Engineer. Conc jumps are difficult to pull off on this map, but the speed of the conc-classes is still helpful. Rocket jumping up to the flag is also useful. Snipers don't seem popular on this map, as they really only have 2 places to snipe from, and neither would see much action.

Verdict:

Get this one.  You will hopefully see it in rotation, as  I know I'll be playing it again. Damn shame it's a 2fort.

Section Sub-Section Score
Design Construction 7
Theme 4
Playability Layout & Mobility 6
Tactics Teamwork 6
Strategy 6
Overall -[ 29 ]-

 

Delta Bravo Final Score: 
- 29/50 -

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