Review of Map: PlanetSide T2 by DrPimento on March 28, 2003

Playability: 95 Detail: 99 Balance: 99 Placement: 98 Mechanics: 100

If you've even casually glanced through the beta screenshots for the actual PlanetSide game, the very first of many thoughts to race through your mind is "wow.. this base looks excatly like those screens showed it.." It's simply incredible, the amount of detail and accuracy that has been poured into the creation of the monumental buildings.

In addition, there's eye-candy everywhere.. from the generator room (I won't even try to explain it.. go look for yourself!), the glass panes, the scrolling billboards.. everything seems designed to catch your eye, and then hold it. If all this wasn't enough.. look up at the com tower (the big sensor array).. see that white dome thing? If you get up there, you can walk through it.. it's one way glass! You can see out, but others can't see in. At first, I thought this would be perfect for snipers.. but the ledge that surrounds this dome effectively blocks all shots but long-range ones, so this position is better suited for missle-launcher defense.

The flag is in the open ouside the fortress walls, but it's not exactly a free-and-clear cap, either. It's in sort of a "cove", created by an angle in the walls, and there are two base turrets with clear view to it, too. When I was playing, a Mortar/AA (or ELF) combination really seemed to do the trick.. plus liberally farming the area with turrets (spiders on the wall, spikes in the surrounding ground) just adds another notch to the defense.

Unfortunately for the flag-D, the whole area is easily cleared of deployables in one clean, straight bombing run. The base turrets are a bit harder, but a few Heavies dedicated to mortar/missile spam and they should be out.. and then the flag IS an easy grab.

After capturing the flag, you've got a long ways back to base.. the flags are quite a distance. There's a long, winding ravine that cuts the terrain, and connects the two bases.. this was my favorite route when using a GravCycle. If you prefer to go on foot, take the highlands.. there's an impressive bridge (yet another feat of WorldCrafting) spanning the gorge, so you don't have to waste time climbing hills.

Playability is great.. all you need to do to excel here is pick a role.. with the distance of the map, you'll need to not flip between flag-attack and base D and Bombing.. you really won't get much done, that way.

The Attention to Detail is, without a doubt, as close to perfect as you could ask for. Base placement to sky to terrain layout to capping routes.. if there was one little thing I would change, I'd ask for a flag-stand, or some structure.. the flag is so "open", there's nothing near.. it would be nice to make it "fit in" with the rest of the map.

Balance is cleanly centered, with the very slightest hint of advantage going to defense.. but something you won't notice unless you're looking for it.

Item Placement is absolutely fine as it is. The inventories are just a touch hard to find the first time, but once you've been there, it's a snap to make your way back.

The Mechanics of this map are stellar.. not only does it feel like PlanetSide (massive distances, heavy on the vehicles, huge bases), it also provides a very enjoyable T2 experience at the same time.

The bottom line is that this map is worth the download.. even for 56kers. You have to give it a try.. even if it's just wandering around the map by yourself, slack-jawed in awe.. in addition, there is even Bot support! What more do you ask for...

..Hmmm.. how about bots that can use the vehicles intelligently..