 |
Date:
12-09-99 |
Teams:
3 |
File:
trivecti.zip |
Players:
14-20 |
Game:
TFC |
Size:
Large |
Briefing:
Make
sure you've got a compass. |
|
 |
Trivecti
 |
Author: Ace_340
| Reviewer: Borg
Objective:
2 forts facing each other. Another fort underwater.
Standard CTF format. Capture your own flag in the enemy base to score. Yellow team scores
when capping on either base. Yellow team should also try to kill blue or red members.
Scoring:
Blue & Red- Earns 10 points for every cap. They also
lose 5 points if they get capped.
Yellow- Earns 10 points for capping on any team. Note: If a yellow flag is dropped for
more than 5 seconds, then it returns and yellow loses 5 points.
Final Note: You have to take YOUR flag into the enemy's base and cap it in their basement.
Evaluation:
Another standard capture the flag 3fort map. Nothing new
in concept, and there really isn't any special theme to the whole thing. Overall design
and construction of the map was pretty solid, and things didn't really seem out of place.
A new texture .wad file was added, so you'll see a few new things, but nothing earth
shattering. There are some real concerns in regards to construction as far as game play is
concerned, but I'll address those later. lighting all seemed to be in the right spots, and
there weren't any really glaring errors with placement and coloration. r_speeds were good,
and we never experienced any major slowdowns on the map. I think this was due a design
that had plenty of twists and turns, and small rooms galore.
Layout was pretty tight on this sucker, and more often
than not, you'll find yourself right on top of a team member, or an enemy trying to get by
you in some of the narrow halls. Again, totally inadequate signage, and a very large
learning curve as to where everything is placed. Nothing is noted in the
readme, so don't
bother looking there for any help in this area. The narrow halls and smallish rooms in the
bases just contributed to spammage, and should have been avoided. All to often,
I heard the
word: "chokepoint", you'll know what I mean if you play it. Mobility was
hampered in many areas, and this is what I was inferring to when I mentioned it in the
maps construction aspect. If you're always getting trapped in areas, with not enough room
to move in, no amount of skill will save your butt from getting fragged. This becomes
frustrating very quickly, and tempers could flare. When people always come up against the
same brick wall, time and time again, they pretty soon either leave, or just try to make
life difficult for someone else in other ways. Connectivity wasn't all that great, and
although there were other ways of approaching these bases, the confusing layout made
exploration a secondary objective. Just getting out of the water if you were on the yellow
team, was a good exercise in futility, until you learned the right way to get out. Sure,
you could get into the other bases with ease once you learned the layout, but the learning
curve sure had it's price. Small rooms are good, but they have their downfalls.
Teamwork did get a somewhat effective workout here, as
you did have to work as a team on both offense and defense, if you were to be at all
effective. It became far to easy to cap a flag, if the other teams defense wasn't there.
In the same token, if you were trying to cap by yourself, and you ran into a good defense,
you were fighting a losing battle. There were good opportunities for all classes on this
map except one, the sniper. Because of this maps compartmentalized construction, there
weren't really enough opportunities for snipers to exercise their skills. While this is a
large map, there isn't any really open area to be found. I guess the proper word for the
design would be "busy". Strategy was ok, but again, you constantly had to change
it for the most part, due to the fast-paced nature of the map. A little more
consistency
would have been nice, but it's not overly important here. Players will have to have more
than one skill under their belt if they expect to work on this map, due to it's
opportunities.
Verdict:
Not an everyday map, but you
might want to have a quick look.
Section |
Sub-Section |
Score |
Design |
Construction |
5 |
Theme |
4 |
Playability |
Layout
& Mobility |
4 |
Tactics |
Teamwork |
4 |
Strategy |
5 |
Overall |
-[
22 ]- |
Delta
Bravo Final
Score:
- 22/50
-

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