Review of Map: Shard by DrPimento on October 9, 2003

Playability: 75 Detail: 84 Balance: 74 Placement: 80 Mechanics: 87

Shard consists of an "arena" type map. There's a large open ground area, with four huge rocks placed in it: these give cover (if you're lucky) or allow the enemy to lurk behind them.

Really, the strategy to this map is so simple, it's nearly laughable; it can also be summed up in a few words: "Frontal assault".

Honestly, not much else will work. There are a few hills, but these are outside the main playing area. There's no place to hide, a small, bunker-type base, and the flag - which sits in the wide open.

Gear up and head out: but please, if you plan to win.. leave some Base D behind. Those doors are *wide* open, and there's not much keeping people out.

Playability takes a hit because of two major things: Firstly, there is really no course of action except for a straight-out shot. (going backdoor takes so long) This "straight" course of action is the same as taping a sign to your head that reads: "Mortar me, Please". Honestly. How far do you think to get? Secondly, if a Heavy happens to make it inside your base.. well, crud. There goes the neighborhood! The gens are extremely campable, and there's no place to run inside the bunker: not much chance for a Light, now, is there? And with your turrets down.. you'd best be expecting a train on your flag, 'cause there's not much else that'll be happening.

Attention to Detail is pretty well done: I'm seeing organics, even off the "beaten path", so you can tell at a glance this was thought out. The most impressive part of this map, in my opinion, are the exhaust vents: they've actually "melted" the snow around them, it appears. That was very, very well done: props go to the author for the concept, and execution.

Balance is terribly slanted to the Defense. Once a few heavies get into the mountain ranges with a bead on the playing field, there's no safe spot. Think of this as Minotaur, with more visibility and a closer field of action. Snipe-fests can erupt with little or no warning, and the green-spam-o-death should prove to be pretty much never-ending.

Item Placement is suprisingly well done. While there's almost nil in the way of objects, the turrets are placed in an extremely good fashion: the Plasma has good range on the front of the base, and if you fly over it.. the AA in the back will pick you up and be tracking you with a vengance.

The Mechanics of this map work well, for what it seems to be: a hard-hitting, fast paced, action based experience. There's not much chance for planning, so gameplay should probably degenerate pretty much to lone-wolfers clashing in the middle, and deuling it out.

For sharpening skills, give this map a look. It won't turn into some deep strategy-fest with a plethora of gaming options, but for pure action.. well, this is the place to come.

~Note: I would also guess this to be an excellent map for few players: where a map like Sanctuary would bomb, this map effectively condenses gameplay into a manageable area for small games.