Not only is the harvester dumped next to the quad : ( but bots are completely disobedient. Either way, at least the bots respond to commands. I really hate it when level designers just dump the TA entities on top of (or next to) an existing item/power-up. What was bothersome though is they are sat right on the BFG and Quad respectively. Oneflag was also problematic: for a start it has two flags, so not really a one flag set-up, but the centralisation of flags still maintains the intent of the game type and adds a new element. But with Quad, BFG, ammo regen, doubler, kamikaze and invulnerability there are many strategies that can be used to take the opposing base. I thought at first this might have been intentional, given the size and structure of the bases, I myself had wondered as to whether overload would be a suitable game type for this type of level. CTF is supported, as well as one flag and harvester but there is no support for overload. It seems TA was something of an afterthought and not very well-thought out at that. Since nobody has bothered to comment on TA gameplay I thought I might address that. Kinda agree with Raspatan about the teleports: especially since there are so many buildings on the map that serve no other purpose than to provide cover and decoration opening some up for teleporters to the top of the map would have been great.
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