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