Review of Map: WarPigs Update by i-node on May 28, 2001

Playability: 80 Detail: 80 Balance: 80 Placement: 75 Mechanics: 70

The flaws in this aren't huge but they are noticable when you dig into the method of the map creator's madness. I can accept the two generators at the sides of the flag need to be blown up before the flag is captured, but this isn't just two generators, its two generators and 4 solar panels. In addition to these base generators which disable the sentry turrets there is an additional force field generator that must be destroyed before either team can even touch the flag. If I could fix this map, I'd probably replace the shields generated by the solar panels with permanent shields and leave one side open so the two gens supplying base power can more easily be destroyed. Or alternatively, I would remove the flag forcefield and add extra sentry turrets to give incentive to attack the two generators.(And yes I realize a sensor jammer could get by the turrets but any competent defense should be able to keep that flag locked up tight) Or even a third alternative would be to move the bases closer together so that a sustained attack of the generators and flag can be maintained until one of the sides cracks and the flag is taken.

The attention to detail is well done however. The map maker placed a thin ridgeline around either base's island just above the lava which made sneaking into the enemy base easy considering they wouldn't detect the player unless they used their command console. The tiny islands around the bases were great for hopping between your base and the enemy's and would be even more useful if the map-maker took a hint from dust to dust and placed random items scattered among them such as health or ammunition, or perhaps mini base towers. I also discovered a problem with making the jericho useful because it was too easy to drive it over the side of the thin bridge connecting the two base islands. Deploying the jericho was even more difficult if not impossible than trying to drive it across this bridge, and I think a mid-bridge island would help greatly. Alternatively, a tower that is capturable from the center of the bridge would be an even better solution than rolling an mpb along the bridge.

Overall I think the concept of this map is good, and I enjoy the way it combines siege with ctf. The bases seem uncrackable and only a well coordinated attack will ever be able to touch the flag. Warpigs could alternatively be entitled Teamwork and the point would be the same. The map may be a bit difficult as it is now, and I think the minor tweaks that I suggested would help to make the map a bit easier to win and much more suitable for public matches. As a tribe or skirmish map however where the teams are organized, this map is great.