Thread: The Mechanar
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Old 09-02-2008   #12 (permalink)
I SeNTiNeL I
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Join Date: Jul 2008
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Location: Norwich & Plymouth, England
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The Mechanar by TNF and Bl00D F1R3

The map is beautiful to look at. It is in no way conventional with a variety of different structures that whilst being so different seem to complement each other asethetically. The interlocking and merging is also top notch so i am not gonig to even stop to talk about this. Its all excellent and thats all that needs to be said. You would be hard pushed to find any bumps at all, let alone bumps which would actually affect your aim in a game.

The gametypes recommended are slayer and one objective games. The reason for this it appears to be that defender start area is more substantial than the attacker start area. In games of CTF where both teams have flags then the advantage appears to lie with Red team.

Again in slayer games the advantage appears to lie with red team in having fast access to the sniper and a commanding position with which to watch the shotgun and prevent blue team grabbing it easily. Although the distance to the Overshield may be even the initial Power weapon grabs certainly appear to favour red team and it is up to blue team to therefore take the fight to red team. A co-ordinated blue team i am sure would be able to overcome this initial deficit by spreading out quickly to obtain the regenerator and superiority in the number of BR's.

The Mechanar offers long lines of sight in numerous places and with all the well placed cover and varying heights the map is both BR heaven and a map where the AR/Dual wield user can certainly stand up to the BR. So in this sense the map is well balanced towards using a variety of weapons dependant on circumstance rather than a BR fits all map.

On the subject of weapons i do have one small problem which is largely a personal thing. A Shotgun does not need a spare clip, especially when it is that close to the overshield. I feel that the Shotgun is a bit too much in its current setup and the spare clip should be removed to prevent close combat being dominated by it. Seems even more important to remove the shotguns spare clip when the Sniper Rifle has been taken down to 1 spare clip also.

The two "star" boxes connected by a bridge look awesome but i felt that area was the weakest of the whole map (to be honest its not even that weak i just think it could maybe be made better). When compared to the rest of the map it feels incredibley flat. There needs to be something above it, even if it only something minimal. An idea looking at what objects you have left might be to attempt some form of curved walkway between Shotgun box and the 3 box structure connected to Overshield platform. Just an idea though.

Overall an excellent map. Really beautiful to look at. The map has great form dispite its rather random appearance which is something to be highly credited for. Its very difficult to make abstract work in a competitive environment but you have made it work.

I SeNTiNeL I


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