Southern France 2 Final

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Map name -

dm/southern_france_2_final

Game -

MOHAA

Map file(downloads)

Map RCON command -

Map feature modes

Theme

Map screen shot

southern_france_2_final.png

 

Map type

Death Match

Map Status

Fully working no errors

 

Map Info external

External Review

Extra Files

Map Creator

terry kleidon & tom kleidon

 

.Map Included for edit

Extra Credits

MD5

3AF82168AEBF508A4CFE282B8A8E0844

Map Description / install info

Review by: General Death

Southern France 2 Final

Southeran France 2 is a recreation on the original map from MoH:AA. Now within this version players can roam around on the rooftops and move from different areas on the map by tunnels also. Even though the brushwork is very basic in this map it can provide some great action just like the original.

Presentation / Technical

Lets go down the list of scoring and discuss each area. Textureing was really basic as you can see in the screenshots. It seemed as the same couple of textures were used throughout the map. To the eye it would have been nice to see more of a difference in useage. Most of the textures were aligned correctly and there were a few areas where they overlaped also known as Z-fighting which was also a problem with the brushwork and we will get to that later.

Lighting was adaquite and fitted the theme. Nothing out of place other than some weird areas when one part of the wall was lit more than the ajacent one. For example part of the wall above a window and part below a window. I have seen this before and it maybe contributed to brushwork/complie options but im not sure. Overall the lighting produce the correct effect.

Brushwork was very basic and to an extent copied the layout of the original map. Everything seemed to be based off of 90° angles. What I mean by that was that everything was perfectly square. That, along with the textureing, seemed to take away from the eye. Some more creative brushwork would have been niced to see. I saw alot of small gaps in the terrain which seemed to be made up of mostly brushes and patch meshes. Again everything was either flat or a strait incline or decline angle. Some varied areas in the terrain would have added to the realism of the map. Noticed that on some areas of the roofs you could see down to the bottom of the skybox. With that it appeared some of the buildings where floating in space. Some thought to the layout of the map and what players can and cannot see would have solved that. So no major issues just some minor areas that could use some attention.

As far as Creativity and Theme are conserned there is not alot that can be discussed since this is a version of the original. Everything added to the map seemed to still fit maybe with the exception of the underground tunnels and that is probibly due to the textures used.

Playability / Game Flaws

Just like the original you will want to play this map. With the addtional features like rooftop access and tunnels the tradtional hot spots have developed to a new level of fun. That was the best feature of this map was the fun factor. The Balance and Flow helped contribute to this and it appeared that a good bit of thought was put into it to keep the hot spots while adding the new features. The only area as far as playability that needs attention is the fps. Even though I avg. 50 fps I noticed that the amount of Mtex which was 30 would really push a pc of low to avg specs.

Conclusion

If you enjoyed the original map that 2015 produced in MoH:AA you will enjoy this new version. Although we went through several areas that could use some attention the main goal of a map was definitely achived....if you want to keep playing it. After all it doesnt matter how good looking or how well a map is construced if after the first time or two you want to take it out of your rotation. The only issues alot of players might have with this map would be fps. It does seem to require a decent pc for enjoyable play.

Map video