The Review Hub Map Name: Paragon Author(s): TD Harding Reviewed by: The Yellow Enjoyment: 9/10 Oh yeah. Boi do I love doubles, and boi did I love playing Paragon. I'd have to say, it it hadn't been released early on, this would have been in the 2v2 faceoff. This is probably one of the best designed smaller tactical maps I've seen. Things just seem amplified on this map. And to add to the feeling the enviroment is of a new feeling. Basically thats all there is to it. This map plays well for the intended party sizes and gametypes. Balance: 9.5/10 Almost professionally done really. The layout definately works well. There is an adequate amount of cover to balance out each weapon. And the weapons themselves are counter-balanced well. Great use of the plasma rifle. And I love how TD Harding has not only set the rocket launcher to a long spanw time but he has made it place at start no, which helps gameplay so everyone doesn't jumble together in the beginning in hopes of grabbing the rockets. He did a pretty good job with spawns too. Ha, another great idea is to no-scope the rocket bearer. Durability: 8.25/10 Unfortunately, even with a good number of side passages and cover, there are still some noticeable spawn issues on this map. I do know that while it may be impossible to escape, spawns are also in this category which is why this needed to be counted off. While my party and I were reviewing this map, while I was defending there were actually a number of times when are enemies would always spawn in this little hall and we could easily get the jump on them. Additionally, I know that TD made gametypes for this map, but it did say it works with standard Team Slayer, and although it doesn, grenades present spawn camping issues as well. But back to the other spawns. I'm not sure if it is because perhaps spawn areas were not used to the best of their ability or not at all, but occassionally spawns were predictable. But, hey, it didn't ruin the gameplay overall. I still thoroughly enjoyed playing this, as did my party. These spawns are something that are mostly of an annoyance, but be careful because they can sometimes be a real pain. But overall, with the size of the map taken into account, TD did a great job. Aesthetics: 10/10 Whoa. Wow. Now this is a map that one could get lost in, even in game. I mean, somethings are deceptively simple but everything looks so clean. I swear I wasn't the slightest bit reminded of Foundry during my time playing this. The entire roof looks great. The cobwebs look awesome, and I know how big of a pain that would have been to do. TD Harding obviously spared no expense in making this masterpiece. I mean, every corner, every niche, everything looks clean cut down to the wire. Originality: 8.5/10 One of the best Foundry 2v2 maps definately. This map had a few things I hadn't seen before like the "cobwebs" and the little frame around the flag spawn. But, I mean as a whole it isn't incredibly original. If you look at his overhead shot, this map's basic layout is quite simple. It really reminds me of old maps like Tunnel Raid almost. So that is why this didn't score quite as high as in othr areas, but if you look at the entire map, and the feel of it, still pretty darn original. Overall: 9.5/10 This is one of those maps with perfection in sight. Along with few others this has almost attained it. Any player who enjoys doubles or even a 1v1 will need to have this map on their hard drive. It is just functions so well. it looks amazing. And most importantly it stands out from the rest and provides a completely alien non-Foundry atmosphere. With maybe a few touch ups on spawns this map could be the best 2v2 one out there. Definately worth it.
Map Name:MONUM€NT' Author: LynnJynh9315 Reviewed By: E93 Enjoyment: 6/10 Monument did a good job in amusing us. At the beggining, though. After a while, the gameplay gets repetitve, and you start realizing all that was wrong with the maps, from Spawns, to Unnecessary Objects on the map. Despite it being original, creative, and new, its value tends to decay slowly throughout the game. Balance: 9/10 There were no problems involving Balance. There were Power Drains for people using Bubble Shields, as an example. It might have actually been a bit too balanced. It needs an extra shazam!. A different power weapon wouldn't have done any harm. Durability: 1/10 One of the easiest serious maps to escape. With a single grenade, you're out of there. LynnJynh took no effort into placing something that might make it harder to escape. Not to many Double Boxes would be neccessary. Instead, he wasted the rest of the budget on unnecessary Fusion Coils, Double Boxes, Fences, and 2 Trucks in the middle of the map, when that money could have been used a bit wiser on other things.Spawn Point placements weren't the big deal, since there wasn't even enough space to put that many. The problem were the badly placed Spawn Areas. LynnJynh still needs to learn a bit on Spawn Areas, and placement, since there were only 2 in the map. Spawn Camping was tremendously easy, with gaps behind the Spawn Points so you could just sit there, waiting to assasinate someone. Aesthetics: 7/10 The map was aesthetically pleasing. The Symmetry was incredible. It, again, lacked that extra something. You'd be pleased with it, but there's nothing you've never seen before. Originality: 6/10 The Symmetry was what was really surprsing. What was on one side, was on the other side. It really differentiates itself from other maps. It's like an arena, maybe. It's not like one of those open maps that just have things placed about them. That's what really shines. But there's nothing here that will make you gasp, or cream your pants. A different map, but nothing so special. Overall score (Average of the above): 5.8/10 So the map does have it big weak spots, and lack of the shizam!, but it's a map that you'll probably enjoy for a while. Still, needs a lot of work on the Spawns, and the Breakability though, but I'm sure you'll have fun on it.