 |
Date:
10-31-99 |
Teams:
2 |
File:
smokestack.zip |
Players:
8-24 |
Game:
TFC |
Size:
Medium |
Briefing:
S
i m p l e. |
|
 |
Smokestack
 |
Author: Brian Bailey (Dr. Smoke)
| Reviewer: nimrod.
Objective:
Territorial Control. Bring flags from your command
center to command points found throughout the map to score.
Scoring:
1 point is awarded to your team for 30 seconds of control
over a command point. 25 bonus points when your team gets all 5 command points in
their control. Command points reset at bonus.
Evaluation:
A bland spiral staircase with command points in the
middle, this well made, albeit boring, map has little play value. Possibly LAN play
would be fun on this map, but net play is often too unorganized to let this map be
enjoyable. Authors need to remember who their target audience is, and how they play.
Most public server players don't get organized enough to have fun on this sort of
map.
Construction was simplistic, but well done, on this
map. It's next to impossible to get lost on this map, as it's just a staircase
going up and down. The level consists of two bases, at either end of the stairs, and
command points thrown in the middle of the staircase. I didn't notice anything in
particular about a smokestack in the map, and I'm assuming that the author meant for the
map to look like one. It loses points for theme there.
Teleports were used in an attempt to speed up
gameplay. Unfortunately, though,
you never really know where you're coming out. Arrows were used to tell you which
direction you're going, but you don't know how far up or down you'll move. When
trying to get from the top to command point 3, it can be quite frustrating to jump in a
teleport only to go past your goal. And since there is
never more than 2 ways do anything, this map can get boring quite fast.
Due to the guarantee of a confrontation, teamwork is a
must if you want to score. This is one area where this map shines. A scout can
rarely make it all the way down (or up) the stairs without a some assistance.
Quickly being able to set up a make-shift defense at a command point is also very
helpful. Unfortunately, this type of teamwork is rare on public servers.
Canal
Zone 2 strategies almost always apply, but with no where to safely place a sentry, a
defense can be hard to keep up. Due to the spiral, snipers were near useless.
Verdict:
I wouldn't download this
one. A spiral just isn't
really a good way to make a territorial control map. I admire the effort, and the
low r_speeds are nice, but it just doesn't work quite right.
Section |
Sub-Section |
Score |
Design |
Construction |
5 |
Theme |
4 |
Playability |
Layout
& Mobility |
4 |
Tactics |
Teamwork |
6 |
Strategy |
5 |
Overall |
-[
25 ]- |
Delta
Bravo Final
Score:
- 25/50
-

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