 |
Date:
27-08-99 |
Teams:
2 |
File:
shortview.zip |
Players:
8-24 |
Game:
TFC |
Size:
Large |
Briefing:
Ok
concept, but it's too small for rated player numbers. |
|
 |
Short View
 |
Author: Genghis
| Reviewer: Borg
Objective:
Capture the enemy's flag. You can shoot, but not pass
through the open area between the flags. Flag carrier gets quad-damage.
Scoring:
10 frags for each capture.
Evaluation:
The best of the worst during our playtest, this map was
somewhat aptly named, but ultimately just another in a list of poor maps.
This map was put together ok, but it will quickly fool
you into thinking that it is much smaller than it actually is. Once you finally figure out
the long route you have to take to grab the flag, this maps size becomes obvious. I guess
there's no real theme applied here,, and the author doesn't really talk about this aspect
much either.
Again, here's another map that's forgetting something:
signage. How hard is it to actually provide a little visual hint every now and again that
you need to go *this* way. Some people felt the map wasn't hard to learn at all, but the
travel time alone in some of these hallways was laughable. This map is HUGE, Huge, huge,
and you'll remember this fully, the first time you try carrying the enemy flag back to
your base. There's a whole world upstairs, but most of the action is focused in the
basement. Being a very fast running class is a distinct advantage on this map, due to the
long travel times you'll have.
There were some elements of teamplay involved in here,
but it was pretty much limited to the "spammier" of classes, e.g. engineers and
demomen. You could keep the other team away from your flag by just loading the room with
explosives, and letting "splash" damage do the rest. The author indicates the
ability to actually see both your flag, and the enemy flag at the same time, but no
through travel was supposed to add a new dimension to this. Basically, it was just a war
of the quickest to reload, and whomever could toss the most grenades/detpacks/mirvs as
possible. Trying to get a workable strategy together for grabbing the flag was no easy
task, and it was just winning by sheer numbers, as opposed to skill.
Verdict:
An ok effort for a first release from this author. I have
seen worse than this from authors with more experience with TFC. I'd recommend this for
high number servers, but the skill factor of the map is very low. I
couldn't recommend the download time on this one though.
Section |
Sub-Section |
Score |
Design |
Construction |
5 |
Theme |
2 |
Playability |
Layout
& Mobility |
2 |
Tactics |
Teamwork |
2 |
Strategy |
2 |
Overall |
-[
13 ]- |
Delta
Bravo Final
Score:
- 13/50
-

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