Author: Chris Patterson ( Xizor Clan PPD )
Release Date: 1/26/98
Reviewed by: grimm [502]
Review Date: 24 feb 1998
FTP: DAHOOD2.ZIP (600k) take a look at the docs DAHOOD2.TXT
Architectural Originality Interior Architectural detail Proper use of textures Light & Ambience |
4/5 4/5 4/5 4/5 |
Speed & Efficiency Documentation (.txt) |
3/5 3/5 |
Respawn position & construction Item quantity and positions Gameflow & Class Specifics My own 2 cents |
2/5 1/5 4/5 4/5 |
TOTAL: 33/50 Good.
Notes: I was sort of surprised to see DAHOOD2.BSP on the ftp site today. I had worked hard last night to make the 1st DAHOOD review and what do you know, the second revision is out. Well I must say the overall scores have gone up dramatically for this map. The revision has been updated and fixed in so many ways. Lets take a look at a few of them.
The base architecture has been changed, removing the wide and twisting ramp that would have been the bane of slow classes. An upper re-supply was created (not sure if there is a respawn there, couldn't tell in single player). A sewage system was created as another way into both bases, also giving the Demoman something to blow up in order to take advantage of this entrance.
The interior detail has been boosted slightly but very noticeably, with the addition of small tight ledges around the large interior chambers, offering a great deal more defensive positions for both players and sentries.
Textures have been re-vamped, giving both forts their own distinct look. I must say that the red base had impressed me, I don't know if it was the colors or the lighting which made the big difference, but the vast pillars in the red base with the upper catwalks were stunning. Lighting was also re-touched somewhat, I noticed a great deal more shadows in the revision.
I think Xizor has done a great job with the update. He has removed the arch doorways which took up needless brushes with the complex cuts and has overall improved on the feel of the map. I can't say for certain, but I am confident that his changes will make a huge difference in gameplay. The map feels abit less dwarfing and a great deal cozier.
My only gripe with this map is the Author's insistence on FULL re-supply packs. I think the reason I kept the ITEM QUANTITY & POSITION field at POOR, was because I feel that even though he has solved the problem of too little re-supply locations, he has somehow made it worse in this revision, by putting two re-supply packs with full grenades (1 & 2) right under the sniper nest. Can anyone say SPAM?
Sure, good players will not needlessly toss grenades and lag the hell out of the whole server with constant grenade spamming. But us mapmakers have to take into consideration that although we can't control the players on our map, we can at least make it harder to be a prick.
My 2 cents was at 4, VERY GOOD. That is what I think of this map, it may not reach the same level in the overall scores, but that is hard to achieve. This map would be a welcome addition to any server.
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