Map Name:
Project Z
Author(s):
Tex &
Shad0w Viper
Reviewed by:
The Yellow
Enjoyment: 9/10
Ok, I'm sure by now everyone who is reading this is familiar with the ABC crew, if not, well then shoot yourself in the foot. Project Z, the map this review is about, maybe the best Project release yet. For the first time ever, Tex and Shad0w Viper have created an asymetric map. Frankly with how it turned out, I'd like them to continue doing so. It was so fun. Last night E93, Pegasi, Gunslinger and a few others, and myself, played Project Z. We played a few games of Slayer and ABC Flag, (Bomb didn't work, but as Tex said, it's k). We all enjoyed this. There was always something happening. It was a great assortment of blasting, hopping, doging and ducking. Just overall fun. The geometry made things seem different, not just plain old Foundry.
Balance: 9.5/10
Balance is a thing many map creators fail to think about when constructing their maps. Often times one area becomes a mosh pit and one player can easily control the map. But with Project Z, dun wry guys, it goin b k. I don't know how they did it, but this map, wow, almost perfectly balanced. Maybe it is the great layout of weapons, each has it advatnages and disadvantages all over the map, keeping things go'in and flow'in. Maybe it is the perfect combination of cover and jumps. All these factors were obviously painstakingly thought out, tested, and re-tested. My only complaint abou balance was that at times players on top of the center wall seemed a bit too powerful, with rockets they could rain down hell. But only for a short time before Tex is like "bish get down here". But all in all, terrifiengly well balanced map.
Durability: 9.5/10
Now, I know what most of you are thinking. 9.5/10??? Well, I actually managed to find a way out of this map. I saved the video as well if proof is later needed. Now, I'd say that for most people you wouldn't be able to get out. I know though that if someone figured out how to it's likely it could be done in game, but really, it serves practically no purpose. That is the only reason this didn't score a perfect 10, but overall, this map was blocked off well and the blocking looks good too.
Aesthetics: 9/10
This map looks so clean, so well merged, and I didn't see any of that annoying little "flicker" from interlocking. The entire map looked as one, all the structures looked liked they belonged and were all part of a whole. I was also in love with that double box merged way at the back near the covered doors, great job on that. Probably the only thing about it is that there isn't anything so radically different that you stop in game and ponder and drool over it. There just didn't seem to be anything like a signature piece such as the octagonal hall in Reflex that everyone all knows. But when it comes down to it, when a map plays this well, it doesn't really matter that much about aesthetics.
Originality: 8.5/10
Yes yes, making maps fashioned after letters in te English alphabet is a rather clever idea. The map did indeed have some use of geometry I have never seen before. Especially the nice use of Foundry's back area. The map did have those little "star" boxes such as in Kentucky Tango. They did look good, but weren't completely original, even though a new touch with bridges was added. And building a map centered around a form of a dividing wall, well, it's been a good number of times. But hey, I mean come on, it is still a big Z so there's not much more someone can want.
Overall: 9.5/10
All in all this is a map that I'm certain no sane person would want to miss out on. Excellent gameplay... A weapons layout that is perfectly balanced and fun to utilize. Numerous jumps that can provide some amazing kills or saves. The spawns were as close to great as one can achieve with a map on Foundry. And the fun that one will have while playing on this magnificent playground of destruction... well... you'll just have to find out for yourself. I can't really put it all in words