Silence is golden, at least that's what my mother told me.
But with Unreal Tournament on
the shelves and Quake 3 Arena
gold and available within the week, you'd expect the columns
to be alive with opinions, bitchy comments and brag shots of
the new games. You'd expect flame wars and rants and back
stabbing over personal preferences and at least the
occassional "QuakeWorld still
rules!" echoing with hollow irony on the message boards. But
no, almost total silence. As though the UK had dropped off the
map.
So having noticed the strange silence surrounding both
games I thought it wise to spend some time playing them so
that when I finally broke habit and ranted on the subject, my
comments would be based on well balanced opinions drawn from
extensive gaming time rather than the first couple of
deathmatches in each game type some reviewers work from. And
until Sunday night I'd actually put a lot of my time into the
beginnings of a well rounded comparison of the two titles,
looking at them from varied interests and angles. But
thankfully for you lot, sommit more important came up.
J
The chance to play test the
ThreeWave CTF maps.
Now stuff like this doesn't happen every day, so the 5am
nights were more than worth the opportunity to contribute to
what is bound to become the Quake 3
league maps. Having played a good six months of the year odd
of Quake 2 CTF leagues in the
UK, I armed myself with knowledge learnt from hour upon hour
of the window trick on McKinley`s
and drawn out stalemates on Outlands,
and joined the IRC channel Zoid
and Casey and co were using to
co-ordinate the play tests.
The first revision we received was described as the basic
structural release, and our purpose was to finalize the item
placement and help find bugs and exploits before the eventual
release to the public. As they were then the maps showed the
experience and wisdom learnt from three years of CTF gaming,
and it was hard to fault their designs. Ranging from the
modular and open Courtyard Conundrum
to the twisty turny frantic flag run that is
Blood Lust the maps showed
variety and maturity, balancing the luscious graphics of the
new engine with the functionality and cleanliness of design
required to house twelve players and give their collective
minds the opportunity to develop deep and challenging tactics.
There were however, typically Zoid
design flaws that lead to annoyingly familiar
Outland style deadlocks that we
then set our collective mind to resolve.

The first map, known as BloodLust,
is the largest of the three, designed to hold eight player
teams. Personally I found the larger games on this map the
least enjoyable, but that was mainly due to the weapon
placement at the time. The map started off with a much larger
distance for the flag carrier to cover and a rail in the
centre of the map which led to nasty deadlocks where the game
degenerated into a rail dominated free for all in the midfield
area, much the same as Outlands.

This central section is the focus for the map, due to the
haste and quad spawning here. The action takes place over a
gaping chasm with the rail replaced by the lightning gun in
the later revisions. Due to small width of the ledge and open
field of view this makes the area hard to hold as tooled up
players flood from the outer base areas armed with rails and
shotguns which are much more effective than the laggy and
short range biased lightning gun. This means a constant
resupply of ammo and players from the bases are needed to hold
the midfield so that when attackers push forward and breach
the enemy base the long flag run home is clear. Thankfully
after the changes in structure and weapon placement to this
central area, the map plays less like
Outlands and a lot more like
StrongHold Opposition, with action based around good
team work to keep the midfield resupplied and ready for each
quad spawn rather than having one strong LPB spawn around the
same time as the quad and fluke his way clear of the rail only
mayhem with a few pot shots and off on a single handed Arnie
style offensive.

Leading from the main room is a mirrored one up one down
corridor, with those taking the harder to reach upper level
via RJ or the jump pad rewarded with the mega health and those
taking the easier lower route having to face the possibility
of a freshly spawned enemy armed with the rail. This is the
furthest into the enemy base a player will spawn, and because
of this it regularly changes hands even when the main room is
secured as the forward defense tend to move back into the
outer base in the room behind as it's easier to hold.

his outer base is a gem, bringing back memories of hard
fought matches in defense on The
Smelter. The upper level sits in a position so the over
hang gives defenders only one clear rail before an attacker
has made it from the lower entrance and out of view, free to
make the dash to the jump pad leading into the inner base.
This means the defense can't just sit tight at the top and has
to engage each and every attack in close combat regardless of
the entrance they use to enter the chamber. It promotes good
team work, and makes for heart stopping action once the main
room is secured. This area also holds the spawn point for a
mirrored regen power-up, which makes for a wild card in close
call situations, being both a life line for the wounded fc if
he makes it out of the enemy base alone and on low health, and
a last chance hand of god for the lone defender holding an
attack off while his team mates tool up to reinforce him.

The inner base is untouched from the original build we
received except minor work to stop players falling behind the
teleporter in the rl room. Designed to slow an attack and
channel it in specific directions from the three entrances to
make it defendable, it works like a ciphon slowly removing the
attacker's options before they eventually reach the flag
platform. There are quick ways of doing everything, RJ`ing the
water avoids splash damage from rockets on the walkways on
either wall for instance, but each costs health and armour,
making it certain that if a attacker does make it clear with
the flag they'll be badly wounded and in need of support.
All in all this is very much a team affair, and like all
three of the new maps makes it impossible for the lone gunman
to make it clear with the flag without support from his fellow
players, despite having both the quad and haste on the map.
The most epic of the three maps, this is the low cap, high
satisfaction win the tactitions out there are looking for.

The second map, Courtyard Conundrum
is a completely different affair. Based on a similar idea as
the The Hangar Scenario, the
map is made up of modular units linked together by wide and
open corridors and archways rather than the tight ledges and
doorways used in the first map. The whole style of play feels
fluid and fast paced, giving you little time to stop for
breath, and there are no real "safe" places.

The central area is a complicated one up two down cross
road with mirrored jump pads to the top level either side of
the main pillar and both a shotgun and a railgun either side
of the room. Health and armour are available but the area
lacks a good supply of ammo, so due to the lack of power-up
this area is more transient than in the other two maps and
players tend to spawn here, tool up and head to more important
things elsewhere. This is typical of the map in general as
most work is done at either end of the map and in the
plasma/haste/regen spawn rooms.


These are mirrored on either side of the map and are the
basis for the more successful attacks. Easily defendable with
only two entrances and with rail and grenade ammo available
for weapons picked up en-route these rooms are the second most
important areas of the map and a team must have at least one
secure to be able to mount meaningful attacks. They are also
adjacent to the main base and so are also important to keeping
a strong defense. In the early tests it was regular for a
fresh spawn to wander into this room as the haste or
regeneration appeared, grab the plasma, grab the power-up and
hit the enemy base and clean up. Which of the two power-up
types appears is random, so this adds a wild card to play, and
a wise team will have binds for the spawn type, allocating it
to defense or attack accordingly.


The bases are huge affairs, with three massive entrances,
two on the ground level and one on the top. The rail, grenade
launcher, lighting gun and rocket launcher are all available
to the defenders, making this an attacker's nightmare. Unlike
BloodLust which gave the
attacker less and less options with which to make his attack
and thus making him an easier target,
Courtyard Conundrum is the complete opposite, throwing
everything so open the attacker is exposed to almost every
defender throughout his entire time in the enemy base. Two
different approaches, same result. No more one man army
attacks, this is team work or not. And the three small rooms
off from the main base are perfect for hiding the flag carrier
in, so each time the enemy attacks to regain their flag they
have to chose one of the three to spend their five seconds or
so of life searching in an attempt to frag the fc before the
defense finishes them off.

One of these, Zoid`s so
called "calm pool" is the most likely as it houses the red
armour. Check out the ceiling artwork.
J
The general openness of the map and the relative
availability of weapons makes for constant close combat
action. Of the three maps this is my favourite as although the
attacker's path to the enemy flag and back is constantly
exposed and the encounters with the opposition are relentless,
each battle is fought in the open, giving you every chance to
avoid rockets, dodge, weave and apply your "madskillz" to out
wit an opponent. There aren't any tight corridors where you
can't move except toward and away from your opponent and he
can't take you out simply by running into you and blindly
pulling the trigger. This is a map that forces both good team
work and good clean skills and because of the open design it
requires little planning to defend bar that which would be
considered common sense. To this effect I can see it becoming
both a stretching league map and a public server favourite.

So on to the last of the three maps.
Finnegan`s Revenge is probably
the most complex, combining a central power up surrounded by
easy to camp exits with a two up, four down multiple entrance
base. It's a challenging map that tests team work and
communication to the maximum and poses a nightmare job on
defense and flag recovery. There are just
so many places an attack can come from and leave by,
the only things you can count on in the map is once every
sixty seconds the enemy will appear to collect the haste
power-up and for a moment at least the attacking player will
have to mount the flag platform which is so open every
defender is sure of at least one shot. It's just a question of
whether enough of them hit or not. J


This central section revolves around the haste spawn, the
lightning gun and the four exits which surround it. For
differing reasons these are out of line of sight for the most
part, and the number of spawns in this area mean players
arriving for the haste power-up are fresh without having lost
any health. This combined with the plasma gun and shotgun in
the adjacent rooms make for constant close combat fighting in
this area, and despite the some what long and straight
corridor the fc tends to turbo run down, the weapons nearby
are the ones that get used the most. It's a nightmare to
control, especially with the random spawns so it's never
certain who will get the power-up when it appears and the
sensible team won't go for the power-up at all and will camp
the exits to the center room and take the player who picks it
up out when they move to attack the enemy base. Course this is
easier said than done when someone comes at you with a
plasma/haste combo.


Things get even more confusing when having made it through
the pitched tents you find the simple one up one down layout
splits again to the horrid two up four down end result.
Admittedly two of the four down originate at the same place at
the mirrored entrances to the base walkway, but this raised
platform is so small a turbo running attacker is likely to
pass you before you can apply enough 0wnage to slow him or
will splash kick you off the ledge and on to the lower level
before snaping direction and disappearing through the doorway
into the base proper.

And what a base it is. Rocket launcher cleverly placed next
to the killer pit and it's "misunderstood fog," (don't ask
J) making it difficult to reach
in a hurry, megahealth, red armour and railgun conveniently
located in positions out of site of that all important flag
platform, every inch of it oozes anxiety and you find that
even with a half dozen defenders the attacks are so frequent
and hard to predict or forewarn you'll dread every second you
don't have the flag in sight.


However, there is that brief moment when the enemy steps
onto the flag platform, perfectly sized to allow maximum
railage and rox splash and shotty spread, so completely in the
open that for one brief moment, every defender in sight gets
his free pot shot. But that's it, one shot wonder, even if
there are a half dozen of you playing the lottery, one of you
has to be holding the winning ticket otherwise the flag
carrier is out the door, over the jump pad and clear to strafe
run his way home. At this point there are so many options open
to them you'll completely lose track until they reappear at
the centre cross roads wanting to cross back into friendly
territory. This of course is the bit where your reliable and
well informed attack move back to block the flag carriers path
home. At least that's the idea.


This isn't a public server map. At all. It's complexity
turns it into a free for all with random captures performed by
flukey flag carriers that happen to get through the mayhem in
the center with enough health left to make it past the enemy's
attackers that will be desperately trying to get the other
flag before your flag carrier completes the run. However in
match conditions, this is it. The daddy of CTF. This will take
everything you've learnt to lock down and master, and I can
happily recommend this to any serious CTF clan or league.
So there you go, the ThreeWave
CTF maps. They contain enough variation and such differing
challenges to each player in the team, be they attacker,
defender, quad wh0re or midfield free for all junkie, this
pack is everything the maps in the original release left us
asking for. Leagues will thrive, and although we're only
limited to three at the moment, there is more than enough in
these three maps to keep players going for the first season
while the custom mappers work on converting and producing more
to compliment them. But being perfectly honest I find it hard
to believe anyone will come up with better...
Been a pleasure testing them, been a pleasure reviewing
them, just hope you guys are as crazy about them as the
testing team were. J