Review of Map: Volucer by DrPimento on February 12, 2003

Playability: 92 Detail: 97 Balance: 95 Placement: 94 Mechanics: 95

The attackers start out in a base floating high in the sky, which is pretty good, considering the map's name, "Volucer" means, in Latin, either "flying" or "winged". Both of those words make since, because the Offense's only mode of transportation groundward is a series of TR2 chutes. Pick which one you want, and you'll be sent hurtling on your way to one of the two small islands.

There are two such islands, to either side of the dormant volcano over which the offensive base floats. Since the attackers have the chutes, they can very quickly be down and attacking, almost before the Defense has a chance to setup at the first base.

The two bases consist of a small tower, the generator, (the two generators power the forcefield over the volcano) and a solar panel. Destroying the solar panel means your teammates can spam the gen from the outside, instead of trying to take it down in close quarters.

Once both generators are down, it's on to the final assault: the volcano. Here will likely be a place where many fall; the comparitively wide open spaces make for many, many turret placement options, and will probably need to be swept before venturing in.

Once the base is breeched, it's a short trek through a few hallways, and then comes the surprise of the map. (As if the flying, the three islands and a volcano weren't enough!) The final room, the one with the switch in it, is low-gravity. You float around very, very slowly, and with a few jugs defending with chainguns, you're going to be dead meat in no time. (This is all underwater, really, but the sensation of low-gravity was such that I just had to mention it) Best drop a few mortars to clear the way.. or come in guns blazing with your own machine gun.

Meanwhile, the Defense will be trying to repair some of the outside generators, so a minimal guard will probably be required. One heavy at each should be more than enough to hold them down, while the rest of the team captures.

Playability on this map took a small hit because of the water surrounding the islands. Since this is the same water that makes up the "low-gravity" switch room, it's rather sticky.. Heavy armor will have no problem making it to the islands with the "flying chutes", but once done.. there's no way they can personally cross over without quite a long bit of work. (Best scenario is of course to have someone pick them up in a Havoc, or somesuch) In addition, players new to the map seem to have a propensity to fall to their doom from their high perch. Use the chutes wrong, and you'll hit the water or the edge of the volcano, and fall from the base.. and you will make a satisfying splat mark on the forcefield. Attention to detail is high, especially seeing how well the forcefields/bridges/bases are layed out. The chutes are positioned meticulously, and there's not a single thing out of place, that I could see. Balance leans to the Offense. If they get moving, and get moving fast, a coordinated team could have the two outer gens down before the Defense has a chance to even set up. Item Placement is well done, with Inventory stations being where you need them, when you need them. The Offensive base is particularly well-equipped, with Inventories standing by all the chutes; you'll have no problem grabbing what you need and lighting out. Mechanics score high, because this map really works well. From the chute concept to the volcano bit, it seems to fit together in a very playable way.

It was fun to play, and even tho' I was frustrated at first from having to trudge through the water back to the center, it was remedied by the fact that the rest of my team was mounting an assult on the volcano, and that things would be ready by the time I got there. It takes a talented Defense to put up much resistance, but if they're present, it turns from a fun map into a great map.