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DOM-Holdthefort | | Map Info |
| | File Name | dom-holdthefort.zip | Author | Adam Lohr | Gametype | UT Domination | Date Added | 05-28-2000 | File Version | 1.00 | File Size | 559 kb | Player Count | 8-16 | Map Description | None | Review Rating | 8.5 | User Rating | 7 | Overall Rating | 8.5 |
| NC2 map imported without screenshot. | | | Review |
| Reviewer | Twrecks | Overall Score: | 8.5/10 | Date | NC2 07-21-2000 |
Here's a gem of a Domination map.
At first I scoffed at this map with its solitary Control Point, but after playing several times I can see the tactical difference this makes. Defense and attacks are concentrated on a single focus for both teams, creating a very active struggle to maintain the upper hand. I recommend this beauty with two teams like CTF (that's why I said "both"), and as many players you can handle.Think of it as a CTF map with one flag base, or an Assault map with one objective, that is: TO WIN!.
The control point:
The Fort Seems strange having only one. You'll find it in the fort, duh?
The breakdown:
FUN I can be fairly critical sometimes, but even when your team is losing this map only becomes more engrossing.
PLAY Smooth as silk, I like a map I can load up and get plenty of headshots :)
BOTS They knew the score and worked well, snagging every item and fighting with vigor. With teams of six a side I was thrilled to see fire teams assault the fort. More players increased the mayhem. I'd agree with the author of a minimum of eight due to the size of the map.
FLOW Perhaps the only beef. The symmetry of the map provides naturally for three routes but gets bottle necked at the bridge over the moat. The top of the two spiked spiral towers didn't get much traffic, and the only one on the roof was me capping a rampage or two. A sky-light (moon-roof) over the CP wouldn't hurt and add more z-axis. I'll say it again later, the fort could have benifitted from some sally ports on either side.
ITEMS Well spread about without being overwelming. A nice critical balance between fragging and collecting.
THEME In UT you can't go wrong with a fort. This battle ground feels like it was intended for the game it presents. Its great to play a map that conveys purpose and supports the actions that ensue. Both visually and structurally, this map has a continuity to which the textures and lighting also contribute.
ARCH On the whole solid and well defined. The perimeter wall helps suspend belief and confine gameplay. A good use of symmetry springs from a central row of solid defenses. These free standing objects really gets the siege engines going and pushes players to assault the fort. Alittle dissapointed there wasn't side entrances as this made the translocator neccessary. A good variety of shapes are used to soften the true box-like nature of this map. The biggest fault can be found in the moat where brushes overlap causing strange corner cuts.
LIGHT Well lit for a night-time map thanks to some intellegently placed floodlights. The inside makes use of flourescent and spot lights for a good transistional effect and adds some color as well. Using Light-boxes and flares would spice up the lighting outside which feels drab.
TEXTURES Plain but effective. Just enough use of contrasting elements and proper use make this map an exercise in understatement. The textures enhance the architecture rather than masking or making up for a lack detail. Amazing what decent lighing can do for textures, adding both depth and variation to an otherwise limited pallet. I would like to see a panning transparent cloud sheet to give life to the sky-box. I would make the cloud pan speed as slow as possible but still noticable to keep in the spirit of the map.
SOUND This baby has got a custom sound track that sounds like it came from the box. No ambient fx are present, but the extra effort to create a NEW music file, and make a GOOD one, deserves the recognition. Well done Adam.
In conclusion, let me say this map will require a different style of gameplay most ppl expect from a DOM map, there in lies the beauty of user maps. Breaking the trend of 'Arena' maps may seam alien for most FPS players, but thats why UT included DOM, CTF, and AS modes in addition to Deathmatch. Employing inside and outside combat, this map captures alittle of all the UT modes and packages it well. Only a good play will show the respect this map deserves and let you enjoy its many faces.
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| | Map Comments |
| dinosaure 06-22-2005 04:44 AM MDT | Rating: 7 | | An original map, with only one point, but easy to defend. It would be better if we could have a sniper to kill the others snipers on the fort ^^
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