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Review:
A night map for a change. This is a great change of pace from the traditional daytime overcast maps most people are traditionally used to. The primary flag is well defended and it has the right balance of difficulty to retrieve that makes this map well worth playing many times. If you like tanks, this map is for you.
Artillery at first glance is set in a strange desert night where the landscape eerily glows flourescent. A flag tower, distant from the two bases stands alone at the beginning of a match, begging for the other team to rush in and capture its flag before the defenses are set. This defensive posture doesn't last long once a jericho is deployed, making this map the worst nightmares of the highest scout armored fliers. If they stay on the ground too long, a tank is likely to roll over them, if they stay in the air too long the jericho will fire its missiles at them, and if they are bouncing around steadily there is a good chance a spike turret will nail them. Don't count out the light armor though, capturing the flag can be easy if your tank support takes out the spike turrets and any flag defenders but if there is a jericho nearby the beowulfs will be hard pressed to even approach the flag tower. The sentry turret underneath the flag can be handled easily with a few plasma shots if its not being actively defended, and if you hit the enemy generator, then you can drop through the top part of the flag tower, snatch the flag and fly away as quickly as you arrived. This means the key to the map is to have an active team of generator defenders, and a few people to look in the direction of the flag tower to make sure no one with a red arrow can get close to it. This role can be filled with tanks considering an invading light will have to use the ground floor doors as long as the generators are working, making the job of defending the flag easy.
This is a quick map with a lot of nice fighting and fun. No subtlety really exists in this map, but I like the fact it is well designed and balances out offensive and defensive play. Shrikes would be too powerful for this map as would havocs or bombers, and making both teams walk gives the defense time to prepare for the next consecutive waves of attack. This is a beautiful map of tank war, and its balanced enough that it will gain the attention and respect of all types of players.
To see the rest of the map details, including the map author's
description of the map, and user-submitted comments, go to the
map detail page.
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