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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

Hmmmm...

Confused yet?

The underwater fort.

Neat!

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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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