Review of Map: Black Ice by DrPimento on April 17, 2003

Playability: 95 Detail: 93 Balance: 85 Placement: 81 Mechanics: 83

The base structures are large, and surpass Katabatic for depth and size. The flag is situated in a somewhat smaller bunker/base, but this is very, very defendable.

Both teams' vehicle pads are forwards the flag, so the distance between these is much less.. closer to 900 meters. As such, much of the fighting tends to tangle 'round the forward bases; as much by choice as by the attackers simply being intercepted en-route.

The hills are fairly steep, yet skiiable, so you can generate enough speed to move acceptably fast enough even if you're treking on foot.

Things have a chance to develop into an air-superiority battle in Black Ice, namely because of two things: One, the distance forces many people to use vehicles, and Two, air vehicles are a very good way to scout forwards for approaching enemy troops. With many shrikes/bombers/havocs up there, something's just bound to happen. This also, of course, makes the vehicle pad a worth-while goal for any attacking force.

Playability is very high, because of the ability to move at will on the terrain, the many hiding spots present near the base, and the all round "click" everything makes when you load up the game. It's a measure of greatness to how quickly you decide you like the map, before even playing it for long. Snipers can have fun with many, many vantage points on the mountain tops, and the heavy offense can duck for cover after launching a few well-timed rounds onto some poor soul on the vehicle pad.

Attention to Detail is likewise quite high on the charts. The use of organics is well-done, and the terrain was sculpted to give a good range of ski routes. (Tho' it could use the detail texture that's missing.. the texture is a little "blob"ish) Base construction as well is nicely done, and I had fun enough just finding my way around the place.

Balance is slanted somewhat in the defense's favor. The flag room is quite farmable with spike turrets, and there's limited entry; a person seeking entrance has one of two choices, and it takes exactly one turret to cover both. Add more than that, and you'll need a heavy contingent just to clear the area.

Item Placement is good, and the forward base/vehicle pad makes for a great re-arming site. Inventories are present where you'd expect them, and the generator is in an accessable, yet non-spammable area.

Mechanics work out pretty well. A high reliance on vehicles, long distances, plus a very defendable flag make it a little hard to cap (much less cap out!), but the gameplay is worth it, despite this.

Besides, who cares about capturing the flag? That's probably overrated anyway.