Agentrok
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| Joined: 10 Jan 2010 |
| Total Posts: 5001 |
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| 10 Aug 2011 09:18 PM |
Celeste II was a major upgrade to Fort Celeste. It blends functionality with a monochromatic aesthetic making for a base that looks good without detracting from functionality or causing lag.
--Terrain--
It's the same as old Celeste, But given that many changes were made recently I'll review that too. The Terrain is mostly flat. But mounds of dirt and road blocks are scattered about providing much terrain. It looks rather cluttered but the functionality outweighs it, creating much more cover based, intense fights. The long spawn often creates many fights just to get to the gate, which makes for a lot more interesting action. It also makes it a BIT difficult, possibly too difficult. The boat at the spawn can completely bypass the process of crossing the bridge however, but it must be used wisely.
8/10
--Gate--
As the gates of Celeste are a major feature, this gets its own paragraph. The gates initially seem simple, just plain white with a black gate and a side door. However, Most firefights take place around this area as it is a crucial location, going around to the side almost certainly means entrance through the back. The most common strategy is to duck behind cover and stand up to shoot. I've also seen people put their backs to the wall so they could not be shot from behind and got a good view of everyone shooting at them so they could dodge. The side door for the special divisions is a little unfair. It was mostly put in to mock VAK for their group doors. However, given that there is a hole in the back wall that allows entrance, it it less an advantage and more a shortcut.
9/10
--Floor 1--
This is the recreational floor. Not much here, some bookcases make the walls a bit interesting and the floor pattern in the hallway leading to the elevator is also pretty nice. There is many chairs and tables around here for people to just sit around and talk in. The walls also allow this to be a strategic location as raiders can hide on this floor and wait until the defenders go elsewhere and take the base.
7/10
--Floors 2 and 2A--
This is the main floor. On one side is the Medical bay and prison. The medical bay is a nice touch, but unfortunately it is useless until the medic system is used. The Prison is a major improvement. The cells are bigger allowing more raiders to be crammed in. The Cell Control's door opens on touch so nobody can just lock themselves in.
On the other side we have the Armory. There is 2 Weapon Vendors. This allows people to arm up much more quickly allowing faster paced combat. Then we have the Secondary Elevator which brings one to Floor 2A. There is a bunch of terminals which would be all fine and dandy if anyone knew the codes to them :/ A window allows a good view of the battlefield, and the ever important Mainframe make this room the center of attention. The Elevator acts as a chokepoint making for a difficult time getting in if the opposite side is in control, As many times people just pile up with scouters and shoot anyone who dares use the elevator. However, it is just as easy to get scouters and shoot at their hands from below.
9/10
--Floor 3--
This is the administration floor. There are 3 offices. The Main Office is a really nice location. It also has a window allowing a good view of the chaos below and also has the terminals. A microphone allows VIPs to deliver important messages, but only those with the VIP can use it to prevent spam. The Divisions office is just a bunch of Desks. It would be useful if A- People in the special divisions could access the office and B-People in the special divisions had access to the codes to the computers in there. I followed a Sparrow Corp member to breifing, It's a large desk, It's simple but functional. It would be a lot more useful if it were possible to use bubble chat only in certain areas, but unfortunately the devs are gonna have to implement that later.
8/10
--Aesthetic--
The Aesthetic is monochrome, but not necessarily dull. There's interesting patterns and details all around, hand rails, a lot of glass windows, floor patterns. It's simple but not boring.
8/10
Overall the base gets a 97/100 |
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squidboi2
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| Joined: 25 Apr 2009 |
| Total Posts: 52336 |
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meto02
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| Joined: 17 Dec 2008 |
| Total Posts: 11373 |
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| 10 Aug 2011 09:19 PM |
| Squid gimmi a tour of the new vak lagpost. |
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Adrical
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| Joined: 09 Mar 2011 |
| Total Posts: 8205 |
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| 10 Aug 2011 09:20 PM |
| your overral is actually 80/100 but w/e |
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tmohs
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| Joined: 12 Nov 2010 |
| Total Posts: 4298 |
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| 10 Aug 2011 09:22 PM |
How CT planned the build of Fort Celeste II
CT: TROOLOLOLOL LETS ADD A TOWER TROOLOLOLOLOL
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squidboi2
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| Joined: 25 Apr 2009 |
| Total Posts: 52336 |
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| 10 Aug 2011 09:23 PM |
| It's actually really cool. The halls are pretty much designed for combat. |
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| 10 Aug 2011 09:23 PM |
| After the big words in first paragraph i got puzzled and didn't read the rest. =/ jk |
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squidboi2
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| Joined: 25 Apr 2009 |
| Total Posts: 52336 |
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| 10 Aug 2011 09:23 PM |
"the halls are designed for combat"
WHO KNEW. I THOUGHT THE HALLS WERE DESIGNED FOR BASKET WEAVING.
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tmohs
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| Joined: 12 Nov 2010 |
| Total Posts: 4298 |
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| 10 Aug 2011 09:25 PM |
| @Squid, You are full of win good sir. |
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Agentrok
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| Joined: 10 Jan 2010 |
| Total Posts: 5001 |
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| 10 Aug 2011 09:27 PM |
Wait, the halls AREN'T designed for basket weaving? What am I supposed to do with my 200 baskets now?
Also, CT designs pretty much everything by going "OLOLOLOLOL LETS DO THIS!"
It's how he stays interesting. |
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| 10 Aug 2011 09:27 PM |
| I don't really care what you say about that comment. The halls in VAK aren't really designed for combat. They are too narrow, and there is no cover. |
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squidboi2
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| Joined: 25 Apr 2009 |
| Total Posts: 52336 |
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| 10 Aug 2011 09:28 PM |
wtf.
RAMIREZ USE THAT WHITE POTTEd PLANET FOR COVER.
YES SIR!
*dies instantly* |
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Milbert23
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| Joined: 04 Mar 2009 |
| Total Posts: 23533 |
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| 10 Aug 2011 09:28 PM |
Grass and water should be removed
too colourful |
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squidboi2
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| Joined: 25 Apr 2009 |
| Total Posts: 52336 |
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| 10 Aug 2011 09:29 PM |
| There are ROOMS you know! You can go in the door, and it's harder to get shot. |
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squidboi2
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| Joined: 25 Apr 2009 |
| Total Posts: 52336 |
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| 10 Aug 2011 09:30 PM |
VAK has rooms too.
Cooler rooms. |
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meto02
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| Joined: 17 Dec 2008 |
| Total Posts: 11373 |
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| 10 Aug 2011 09:30 PM |
| tmohs want to kiss up to squid some moar? |
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| 10 Aug 2011 09:31 PM |
| WE ALL HAVE ROOMS! NOW, FILL EM WITH STATUES OF ME! |
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| 10 Aug 2011 09:31 PM |
@squid. All of VAK's rooms are pointless. They have nothing in them. Just empty rooms. |
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tmohs
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| Joined: 12 Nov 2010 |
| Total Posts: 4298 |
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| 10 Aug 2011 09:31 PM |
| Uh no, I just thought it was funny >_> |
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squidboi2
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| Joined: 25 Apr 2009 |
| Total Posts: 52336 |
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| 10 Aug 2011 09:32 PM |
You're rooms have beds in them.
and you're all like "UGM THAT MEDICAL TECHNOLOGY IS SUPERB. STUNNING. BEST ROOM I HAVE EVER SEEN" |
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MrWaffler
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| Joined: 21 Oct 2010 |
| Total Posts: 5132 |
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| 10 Aug 2011 09:32 PM |
I know the code...
If you find out, tell a Sparrow. Your not suppose to know... neither am I.... It's punishable by exile. |
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