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Description "Corra: Abyssal Wasteland," by bobfinkl, is a map set in pre-pre-pre-movies times, in the original setting of post-Rakatan empire. This map is a large, open map on what appears to be a volcanic plain.
Argh. Gugh. Well, okay, the map is unique in that it presents a different style of gameplay from the standard conquest game. The single mode in this beta is the "domination" mode, which is essentially a one-sided battle that you either win by... well, winning, or by "not losing." (There is an actual difference.) I would like to first preface this by saying that this is unique and it is always refreshing to see something new. That said, I had zero fun playing it. It was like a chore.
This may just be me, but who here has fun when you're playing online and you end up on one team pinned down at one command post by a bunch of tanks and snipers. Fun, right? Being spawnkilled over and over and over? That's what this map is like. I would spawn and die within seconds; I cannot understand why this seemed like a good idea to the author. On the other hand, you can spawn as the team whose goal is actually winning, and you can pretty much let the AI do all the work. Whee!
The sides were a compounding factor in this being the grind that it is. I understand the author tried for a more "realistic" style of play, but that simply does not work on big open maps like this. There is a reason why modern armies do not line up on big open fields and charge each other - because [i]they[/i] don't like being spawnkilled either. Oh and did I mention the units of the stronger team are virtually invisible on this field of play? Yes! They are, which only adds to the frustration. The only way I could even bear to play is if I set my contrast and brightness up to maximum. Here is a reference:
[list][*]Can you see the units in the following picture?:
[url]http://screenshots.filesnetwork.com/84/others/whereswaldo1.jpg[/url]
[*]How about now?:
[url]http://screenshots.filesnetwork.com/84/others/whereswaldo2.jpg[/url][/list]
I would really like to see a complete visual redesign behind the new sides, anyway, since they are supposed to represent something completely divorced from the timelines we know, and having all those stock models looks fairly disconcerting; I can't help but think "Rebel" "Rebel" "Imperial" "Clone" "CIS" "Imperial"... etc.
I do really like the idea, it's got promise (in fact the reinforcements used seem to be similar in execution to the recent winning contest map's hero reinforcements), but it needs some serious rework to actually be fun, in my opinion. However, I'm sure the author would like more than just my opinion, so download it and give it a try.