I won't have as much to say as usual about this map. The map's a small,
cel-shaded space map, in the form of an octagonal structure with
interesting geometry. Aesthetically it is intriguing and the bouncepad
and other textures go well with the cel-shaded look. But gameplay-wise
...
Gameplay has issues. The map has rockets, slugs, a launcher, two
railguns(!), and a yellow armor, plus a smattering of health. It's solid
enough constructed that neither the pit nor the railguns become a huge
issue.
However, there are several problems. For starters, that yellow armor is
on a pedestal reached by either rocket-jump from below (not worth it,
you'll lose a comparable amount getting to it) or by dropping from above
(which causes about 3 points of falling damage) through a hole in the
roof reached by bouncepad from the bottom level. Bots won't go for this
armor, which makes Phobos easy to dominate on this level.
Worse is the spawn location: it seems players almost exclusively spawn
on the lower level, while the weapons are all on the upper.
Combined, this means that a) if you get fragged, run, don't walk, run
to the nearest bouncepad and go for the YA immediately -- and even if
it's missing, you still score a rocket launcher; b) if you score a frag
immediately drop to the lowest level and try to pick-off the poor sap
as many times as possible. The lowest level has ammo and health so once
you have a gun you can lurk here almost indefinitely to kill respawns,
who will have to run a gauntlet of your rockets and rails to the nearest
bouncepad the hell out of there, equipped with only the stock machine
gun and gauntlet.
Somehow, despite the small size of the map and its simple layout,
tourney play gets hide-and-seekish at times -- until one guy scores a
frag and proceeds to score four or five more re-spawn kills.
Botplay has a major and a minor issue. Major is the noted tendency of
bots not going for the armor. Minor is their occasional tendency to
bounce up to the columns leading to the roof and then hang out there
spamming rails (or, stupidly, machinegun rounds) until they eat a rocket
or a rail and fall into the yellow death fog. They won't keep going up
onto the roof and drop to the YA once they get on those columns. Really
the two botplay problems are flipsides of the same coin; they rightly
calculate that an RJ to the YA is not worth it, but will not take the other
route. A smooth, continuous path of botclip just above the arcing
column's surface to the roof might have made a difference here, solving
both problems and making Phobos live up to his name on this map.
At least there is cover to reduce the railgun's effectiveness, lack of
outer walls to reduce rocket splash-damage effectiveness, and enough
health.
There is a technical flaw also: a missing texture. It's the
ink for the
celshading, so the columns and other architecture are outlined in black
with the odd diagonal white line instead of just black, the result of
the game applying the notorious "holodeck grid" image to the cel shader
on mostly-angled brushfaces.
Amazingly for a small and fairly architecturally-simple map, r_speeds
are high, in some places topping 15K. Oddly, this doesn't affect
framerate as badly as typical, but players on low-end machines beware.
The run up the architecture to the YA drop-down may get laggy.
2v2 team deathmatch is mentioned in the readme but the map has no
location markers and doesn't show up under team deathmatch in the
skirmish menu. Location markers might be superfluous, though, given the
layout.
Upshot: average. Add botclip to smooth the bots' way to the yellow
armor dropdown in the roof, put a spawn up there and one or two on the
rocket launcher/railguns level, maybe also put a weapon on the bottom
level (plasmagun or shotgun perhaps, or move one of the railguns there)
or even a second yellow armor, and fix the missing texture and it might
even get an 8/10 from me, but as it stands: 5/10.
Reviewed by Twisted.1983