|
Review:
Red Planet, by Vovin is unlike any Siege mission you have played before. In this mission the defenders only have one shot to defend the generators. Once they are destroyed, there are no second chances. This mission’s creative scripting, combined with its original layout, makes teamwork and planing critical.
A Jerico placed 1,500 meters from the objective is where the attackers first spawn. Once 30 seconds have passed, they spawn at the main base only 750 meters from the objective. This is to prevent early rush captures that have cut many Siege games short.
After the attackers have made their short trek to the enemy base, they reach an impressive group of buildings taken from the Hunter's mission Fracas. The three base generators are placed very well inside these interconnected structures. The first generator is located at the top of a tower very easily accessible from the outside; this generator is usually the first to fall. The other two generators, however, are buried deep inside the enemy complex. Since all three generators must be disabled before the base loses power or the Capture Switch becomes accessible, all generators are important. The twist that sets this mission apart from most is that once a generator is completely destroyed, a set of force fields is erected that keeps the defenders from repairing the generator. Once a generator falls, it is completely out of the equation. These force fields only allow the attackers to pass through. This way they do not become trapped inside with the generator.
Each generator's location in the base makes teamwork critical. In addition to being spread throughout the entirety of the base, there are multiple locations from which the attackers may enter. If your team doesn't work together to defend the generators simultaneously, you can quickly find yourself backed into a corner trying to defend a single remaining generator from an onslaught of attackers. Once the final generator falls, a series of red force fields dematerialize allowing the attackers access to the Capture Switch. The location of the switch does not ensure that by destroying all generators you will quickly be able to capture the base. It is very possible for the defense to make a last stand at this location, but given a carefully organized offense, the stand will be a short one. Once the base has been taken, the roles reverse and the defenders now spawn 1,500 meters away from their former home.
Red Planet is a map that will appeal to both the dedicated Siege fan, and the Newbie alike. The overall layout and design of the mission allows for many different strategies to be employed, from the highly advanced to the off the cuff. Even if you have never played a Siege mission before, this map is a definite must try.
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.
To see all reviews from PJ, go to PJ's bio page.
|