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Cherry (cherry3) Member Since: 2008-01-20
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Posted: 2008-02-07 3:20 AM PST | |
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First I'll start by saying this is not a sniper's map. There is some elevation available but not much. This leads to predictability of the approaches to flags. Also, get too high and the roofs disappear making it easy for anyone in the right place to track opponents and ambush at an appropriate time. About Blue: flag is out in the open. WAY out in the open. Great for defense if there is plenty of abailable cover to defend from. There is very little. A decided disadvantage for blue. It also has 3 approaches, 2 of which have decent cover to the flag and 1 for the kamikazi type of run. Blue spawn is well removed from the line of fire. That's a good change from most maps. A player can spawn in relative safety. The disadvantage is there is essentially only one exit. Two or three red players could keep blue pinned in without much difficulty. A steady stream of fire nades would be enough and there are pick ups plenty close enough to make this possible. About Red: Red flag is inside with only 2 effective approaches. It is easily defendable from several places. The outside approach is covered by a defender in the "Cherry Room" (the room with my name in it). A small gap and non-shootable glass would make hitting the defender very difficult. Especially since they can shoot your legs long before you know they are there. Approach to red from the inside of the building is easily defendable by a couple of players. One particular spot would make it very difficult to locate the red defender, tracers being the only give away to their location. It's also necessary for blue to approach through red spawn. I can hear the screams of "stop spawnkilling!" now. In fact, this approach is reminiscent of the approach to red spawn in the Kam3 map. Suggested improvements: fix the disappearing roofs, allow access to the roof with the ac and duct near blue flag (an elevated defense position far from impossible for red to clean out), a possible third route to red flag (possibly using boxes outside the frontal approach giving access to red's outside porch). My overall impression of this map is good. It will prove a challenge for blue. It looks good and, really, how can you complain when your name is on a wall? With limited play so far it is hard to tell how well it will play with a crowd but I think it would be best with no more than 10 players. |
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Rev.Chaos{Vv} (chaosentity) Member Since: 2008-01-21
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RE: Critique of our New Map, Vv Thrust Posted: 2008-02-10 6:26 PM PST |
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| I myself have only ran through a little bit, I have not been able to actually actively play this map. I do however enjoy the work put into this map, kinda gives it a clan "ownership" feel. Overall I am impressed with it though, I do concur with cherry on the player limit being that the map is close quartered. Three cheers for the developer our very own Rebel!!! | ||
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DarkVenom {Vv} (dingleranger) Member Since: 2008-05-02
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RE: Critique of our New Map, Vv Thrust Posted: 2008-05-23 8:58 AM PDT |
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| if you can jay send me the pack or just meet me online cause i don't think i have played on that map as of yet but if i have just let me know | ||
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Rev.Chaos{Vv} (chaosentity) Member Since: 2008-01-21
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RE: Critique of our New Map, Vv Thrust Posted: 2008-06-20 7:27 AM PDT |
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| Venom u should have the map pack already installed from when I came up to Idaho good sir. You have every file I have so I think you should be able to play the map if it arises. | ||