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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

I wonder if the flag is down there...?

Hmmmm....

Hey buddy, can you spare some ammo?

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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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