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Game Name Pass the John Game Date 04/06/2002 Review Date 12/05/2002
Map John's Pass Rating 9.5 Reviewer Abe
Game Type 2vs2     DOWNLOAD
  Players Team Building Unit Control     Players Team Building Unit Control
Player 1 NSML_Rapier A 9 9   Player 5
Player 2 NSML_Relativity A 9 9   Player 6
Player 3 X_Mastah B 9 9   Player 7
Player 4 X_GreenB2K B 9 9   Player 8
Review
Lets start of this review by saying that I am very sceptical about Johnīs Pass. Even though one of my oldest friends in this game (Thatīs you Snoop!) has tried to convince me for at least 4 years that John made a great Pass, I always try to avoid the map.
Itīs the chokepoints. The sit-behind-wreckage-and-boil chokepoints. Games that, thanks to 20 DTs and a laser, turns into two hour sleeping pills of boiling TA. Games that make my brave P2 350 choke and die of severe FPS lag. And beyond the wreckage, you can hear the distant sound of a laughing ROCK who just hit +10k energy. Traumatic...

Stage one - the beginning
This game, from a 2v2 One Night Tournament I belive, has a conventional start. Bottom team (X) goes double Kbot and top (NSML) goes air and Kbot. No real damage made by any of the first rushes. Some bombing, some Peewees but all players focus more on the resources and lvl 2 then a fast victory. At this stage, thereīs not much to see. But notice Relativityīs conbots when he gets hit by Peewees, some sweet unitcontrol there.

Stage two - The first real attack.
Mastah goes Adv Kbot very fast. Maybe too fast, he takes a big risk by getting those Pels out before he has any water resources. But the timing couldnīt be better, he hits Relativity at the perfect moment. Just 5-6 Pels, but they sure earned every metal Mastah spent to build them.
Rel gets caugh unprepared and when Rapier comes over to help, GreenB2K takes the opportunity and throws everything on Rapier. Must have been a stressful moment for the north team. But early attacks on JP just canīt go on forever, and pretty soon the north team regain control over their territory.

Stage three - Boiling John
JP in a nutshell. North has been damaged but are compensated by lots of wreckage. South has been left alone, but lack the metal boost from dead units. Let the boiling begin!
North and south builds units, more labs, more resources, more units. But pretty soon, the war continues.
By now the game has been decent for entertainment, now itīs time for learning value. Watch the difference between the south team players when they attack. Mastah is careful, looking for an opening and know better then to hand over metal to his enemy. Green uses the more primitive ctrl-w strat. See for yourself what works and what doesnīt. Timing is a very underrated skill in TA. Watch and learn young Jedi, Mastah shows perfect timing once more.

Stage four - All good things...
Stuff dies. Players die. Itīs full out war and the end is near. But not quite. Suddenly, the most annonymous player, whoīs been sitting quietly in his corner, wakes up. The war goes into the fifth stage where few JP games ever reach.

Will Mastah pull off a third successful attack? Is it possible to protect the backdoor? Can brawlers be used defensivly? Is this review too long?

Download to find out!