Review of Map: One Last Breath by DrPimento on February 16, 2003

Playability: 80 Detail: 90 Balance: 85 Placement: 87 Mechanics: 78

The main bases are high, high in the air, unreachable by yourself, no matter what the loadout. The flag base is a more manageable height, just within range of a light and an energy pack. The V-pad rests at almost "normal" level.

Now comes the biggest obstacle in the map: however to provide access to the horrific heights? The answer lies in a series of bridges connected in such a way as to make them "skiable" in either direction.. a very, very innovative solution. Even heavies are able to traverse this "staircase" with relative ease.

The main base should be pretty much impregnable. No problem defending, even with just a few armors up there. Only Havocs will allow an offense to actually reach it, and I'd guess that most drops of that size are going to center around the flag.

The flag base is quite farmable, surprisingly so, since you're limited to clamp turrets. Still, with a few judiciously placed deployables (and mines!), you can create a near air-tight situation. Even if someone does manage to grab your flag, they've still got to try to run down all those bridges.. and who knows who might be waiting for them? Hopefully your buddy with a mortar. Flag returns, anyone?

There's a center objective, but it really doesn't come into play much. When you don't hold it, you just go around. The terrain size makes you use vehicles to traverse, and in a cycle, it's an easy dogleg to circumvent the capturable if you wish.

The fog layer adds an entire new dimention to the game, and allows for cappers/cloakers to lurk undetected. With a sensor jammer, no one would be able to see your approach. what's more, the fog is only a few meters (about 3-5) thick, so a quick pop up, and you've got your bearings again.

Playability is for the most part average. You won't find anything too annoying, yet no "surprising, new and different" tactics.. unless it be a cunningly hidden satchel on the chutes. But that would be evil. (Of course!)

Attention to Detail had to take a raise due to the fact that every single piece of bridging is placed "just so".. it's amazing to think of the time that had to have been placed into creating this map.

Balance is just fine, with neither team having an advantage. Defense might prevail just a tad over Offense, but not by much. And take notice of the fact that having the center won't really matter too much.. don't waste precious firepower on it. If you have a vehicle, capping should be quick.. if you don't have one, you'll die anyway, if you have the direct line back to base or not.

Item Placement (assets, not structures) is good as well. Turrets are placed in nicely-defined coverage areas, making it a good idea to take them out, and Inventories are at hand for defenders on all platforms, base, flag and v-pad.

Mechanics seem to be alright, save for the center point that I've raised. I'm especially impressed with the way that even heavies can make it to the base, so very high up. The bridge system is a great idea, and well done.

Overall, this is a map that I could see playing in the pubs, perhaps. When you've got enough people to battle over the center, or to stage full-fledged attacks on the enemy levels, then this map could really shine. Until then, just keep that flag locked down, and think of some really special tactics to get in and out.