 |
Date:
07-10-99 |
Teams:
3 |
File:
sub_hunt.zip |
Players:
8+ |
Game:
TFC |
Size:
Large |
Briefing:
I
like the sub! |
|
 |
Sub
Hunt
 |
Author: Ian
Threadgold | Reviewer:
Borg
Objective:
The Hunted must reach the Submarine alive. The Assassins
need to kill The Hunted. The Bodyguards need to protect The Hunted.
Scoring:
If The Hunted dies, the Assassins get 25 points. If The
Hunted reaches the Submarine, he and the Bodyguards get 50 points.
Evaluation:
This latest interpretation of "The Hunted" has
some interesting elements, and some good design, but it's lack of co-ordination has it
falling down in some areas. The general consensus was ok, but most people tire of a hunted
match quickly, if it doesn't bring something exciting to the table. The submarine element
is new, and although interesting, was the only bright spark in this map.
Construction was not too bad on this one, but seeing as
how the author used the sniper level from "surface tension" as a base, you're
going to recognize quite a bit of the design elements. As such, while it looks good,
there's no direction on where to go. The single-player game wanted you to search around,
but during a match game, you don't need to be wandering aimlessly. We only noticed high
r_speeds in the sub dock area, and this was surprising, considering the amount of open
terrain on this map. There's plenty of routes for you to explore, and connectivity wasn't
too bad. The theme was fairly consistent, but only for about 10% of the map. Maybe making
the level inside the sub would have been better to set the mood.
Layout was quite confusing for a while, until you
overcome the learning curve, and figure out where everything is. The snipers will have an
easier time with this, due to their higher perches, and increased routes. Ammo was a bit
too sparse for the bodyguards, and you'll find yourself empty if you don't deliberately
think about your ammo. I'm guessing the author thought that the pace of the game would
preclude any need to resupply, but the size and complexity of the map demands it. Mobility
was good for the most part, and I didn't hear any complaints about not being able to get
where you wanted to go. The r_speeds in the sub area could really hamper gameplay, if
things got too spammy. Maybe enclosing the submarine would have aided this problem. As
mentioned above, connectivity was fairly good, once you figured out where to go.
Well, teamwork on a hunted map is a delicate balance.
Snipers will be snipers, and for the life of me, I've yet to see a team of them work
together. Everyone always seems to be the glory-hound, instead of working together to
accomplish their objective. You'll see the bodyguards cluster around the prez, ensuring
his safety, but when did you ever see a team of snipers rush them? I guess what I'm saying
is that hunted-style maps never really seem to achieve a solid teamplay aspect, due to
their design. Strategy goes hand in hand with this teamplay aspect, and when it's hunted,
it's pretty much run, run, run! There was an area that the prez could take a breather in,
without being seen and killed by the snipers, and this was exploited whenever possible.
I'd highly recommend this to other authors, as this can slow down the game pace a little,
and allow teams to co-ordinate their efforts better. One item of note on this map is
regarding rocket jumping. The soliders could rocket jump (or conc-jump if you were a
medic) to most roof tops, thereby putting pressure on the sniper positions. Good job on
allowing this, as it was a refreshing change that most players applauded.
Verdict:
Mediocre at best, download in your
spare time. While there are a few interesting twists to this hunted game, the lack
of essential elements, and too linear gameplay make this uninspiring. Some good ideas seen
here though, and hopefully we'll see more from this author.
Section |
Sub-Section |
Score |
Design |
Construction |
5 |
Theme |
6 |
Playability |
Layout
& Mobility |
4 |
Tactics |
Teamwork |
5 |
Strategy |
4 |
Overall |
-[
24 ]- |
Delta
Bravo Final
Score:
- 24/50
-

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