 |
Date:
29-12-99 |
Teams:
2 |
File:
street.zip |
Players:
16-22 |
Game:
TFC |
Size:
Medium
to Large |
Briefing:
An
interesting idea, but not very consistent. |
|
 |
Street
 |
Author: Casserole
| Reviewer: Borg
Objective:
Standard Capture
The Flag.
Scoring:
10 points per capture.
2 points for unlocking the enemy gate.
Special: A demoman can detpack the rock piles in the underground tunnels
and he can also detpack the grate inside the enemy's flag room to create a quicker escape route.
The key is underneath the main stairs. The lock is just inside the entrance.
Evaluation:
This first official
effort from the author had some good promise, but being the
illegitimate offspring of 2 other designs had really hurt it's
chances. Going over the readme.txt brings to light the spotted
history of this design, and I think that the author should have
scrapped his existing design, rather than try to cobble something
usable out of failed attempts. The map itself is not by any means
horrid, but rather, it just has that "incomplete" and
"unfinished" feel to it. It was submitted for the Opposing
Force map pack contest that was held a while back, but was not
included.
Construction is
this maps largest failing. Referring back to my mention of the
readme.txt included with the map, the author himself said that he
had basically "stuck" sections of a couple of failed ideas
together with the interesting "street" section. That being
said, it's understandable why most of our testers agreed that this
map has a largely unfinished look to it, but has many good elements
that showed the glimmer of hope. I noticed quite a few comments on
bland texturing, and this also reflected my own thoughts on this. A
bit more finish work, and perhaps a larger beta-test of this map
might have helped. I have to give the author some points for the
theme, due to the fact that, yes, there is a "street" in
the map, and he obviously took some time to get a certain look for
that section. However, since there are remnants of other maps stuck
in here, the consistency took a hit.
Layout and mobility
also got a slight beating on this map. While it's not to hard to
figure out where you're going outside, once you get into the bases,
it becomes a bit of a hunt. There are way too few signs around, and
with some of the bizarre corners, it's easy to get turned around in
there. The respawns and resupply areas are neatly combined, and are
prevalent, without being overly generous. I also noticed that it was
pretty easy to hold the flagroom with a concerted effort of 2-3
players, and this shows the lack of alternate access that a lot of
areas in this map needed. Having the key that opens the gate looking
like "the enemy just dropped it", was also something that
most players noted. This was not a good place to put this thing, and
it struck me as just being an afterthought. Sure, you could get to
it from the lower tunnels, but you had to have few detpacks to
get there. This was an altogether frustrating example of poor
connectivity, and could have been avoided. Another concern that was
raised a number of times was reference to the lag experienced in the
actual "street" section of the map. While the area does
look impressive, there are some design details that need to be
addressed to enhance it's performance. Less detail on the outside,
more on the inside, describe the needs here quite well.
Teamwork was about
average on this map, but conc-jumping could easily put you ahead of
the game. Due to the wide open design of the central area of the
map, medics and scouts could easily soar over the heads of the
defense, and go on to the flag. As such, the strategy of the day was
to crowd your defense into the flagroom area, and hang on for dear
life. For the most part, this worked quite well, due to the limited
points of access that were available to the flag. Sniping could be
had on this map to some degree, but the bright, harsh lighting on
deck made you quite visible. Engineers could easily dominate this
map, with all the wacky turns that could be found here, so you had
to be on your toes, and heavily armored, whist making your capping
attempts. This map does have some nice features, and some
interesting ideas, but the quick change in design objectives ruined
the overall result.
Verdict:
Save getting this
one for a rainy day.
While the author had good intentions when starting this project, his
failed attempts, and change of heart, had left this map without a
purpose. An interesting twist on the 2fort concept, but not enough
to make it worthwhile.
Section |
Sub-Section |
Score |
Design |
Construction |
3 |
Theme |
6 |
Playability |
Layout
& Mobility |
3 |
Tactics |
Teamwork |
5 |
Strategy |
3 |
Overall |
-[
20 ]- |
Delta
Bravo Final
Score:
- 20/50
-

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