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Review:
The map is a small one, and simple. But there are several features that set this one apart. First, both teams' bases are lodged on plateaus overlooking chaotic canyons and chasms below. While seemingly a negligible factor, this translates into some interesting game play dynamics when put to the test. Enemy shrike pilots (or other vehicles, for that matter), can fly low throughout the terrain's two main paths, and - for the most part - be free from the threat of enemy missile launchers. Grounded troops, too, also pose a challenge to heavy defense hoping for some quick kills. Defense, then, takes place up-close-and-personal with the enemy: either skirmishes on the fairly isolated surfaces of the base plateaus or - and this is where the def really shines - inside the base itself.
And that's one of the most interesting parts of the map: the base. It looks like something right out of Quake 3, and at first you may forget you are playing T2. That is, until you realize that yes, yes that is indeed a Stormhammer you're holding, and that is a vehicle pad right over there. The organic surfaces of the base, and its numerous outcroppings serve for more than aesthetic value (though they do quite a good job at that, too). Cappers will enjoy the nooks and crannies they can sneak into the base through, and turret farmers will love how they can set up elaborate turret webs on the spidery archways and overhangs - ones that turn the flag stand into a virtual death trap if you're a capper in a hurry. The flag stand itself is an elevated sort of cage at the center of the cathedral-sized entranceways of the base. Fairly accessible, but if the enemy has good defense you're going to have to work for it.
At the center of the terrain - at the highest vantage point in the map - is a capturable objective, which offers a couple sensors, some turrets, and inv stations. Perhaps the name "Sniper's Peak" is a bit misleading (the fog line pretty much covers both bases from the center objective), but the assets gained are very helpful in giving one team an advantage. The base turret granted is on the main road between bases, and only the bravest Wildcat pilots are going to want to try their luck on the REST of this terrain. J
A full assembly of vehicles is available in the map, and it keeps the pace fast. Bombing runs are rather difficult to pull off (though oddly enough, you're likely to hit the generators sooner than the flag defense), and most vehicles will try to fly below the four turrets mounted on top of each base. Speaking of the generators, they are under low defense, and easily destroyed, but would-be gen campers are exposed to mortar spamming if they intend to stay in the gen room. The conveniently-placed repair pack keeps things moving, as well
All in all this is a great map. CottonMouth II is the pseudo-sequel to Sparky's original (and quite old, I might add) map "CottonMouth". This latest map bears little resemblance to its predecessor, and its practical application of new architecture shows how much has been done with Tribes 2 since its inception. That coupled with its simple design and interesting terrain will entice many players. Let's see this one get some server time!
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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