Title: Argento Del Alma
Author: Rogelio ‘Desperado’ Olguin
Node Setup: Click Here
The planet Taron's only hope of survival was because of these great two spires that threw acids into the air to create the greenhouse effect that Taron has developed till now. These terra-forming plants were once threatened by the Hellion forces, but with the swift hand of the NEG this schema was stopped. The remains of the convoy carrying the Nexus missiles still remain in this sandy graveyard as a reminder of what could have happened. Now these two terra-forming plants have been discontinued and have been retrofitted to be a solar power plant for nearby towns. Liandri has bought these grounds for small controlled warfare named Onslaught that has appeared in the new Tournament for the upcoming year.
RaptoR: Argento is a map that’s grown on me recently. Despite being based on the somewhat clichéd desert theme, this map manages to balance decent visuals with a default node layout that allows teams to battle it out on two separate fronts. Each base is connected to two ‘home’ nodes, with a reinforced ‘central’ node to be fought over on the eastern side of the map. Despite Argento’s cornea-burning skybox, the map is probably the most enjoyable Onslaught level in the first volume. Once the action gets underway, most of the skirmishes take place around the two nodes connected to each team’s power core, often leading to frantic node-hopping across the map. However, given the size of the map it’s sometimes quite frustrating to get around with the vehicles provided. Argento is a large map that suits high player numbers, yet there’s a general lack of high-speed vehicles – just two Scorpions at each power core. Surely a Manta or two wouldn’t hurt? The two ‘home’ power nodes are also fairly exposed – in some cases it’s possible for a lone camper to destroy the node from a fair distance away. However, in general Argento’s fog and boulders prevent excessive camping or sniping.
Visually, Argento brings a breath of fresh air to the somewhat tired desert theme through Desperado’s use of new and original assets such as the vegetation that’s spread across the map. Argento’s biggest visual flaw is undoubtedly the one you’ll notice the first time you play the map - the skybox is just too bright, and definitely needs to be toned down. Don’t let this minor irritation put you off though; Argento’s clever layout will provide a challenge whether you’re playing against humans or bots. This is certainly one of the highlights of volume one of CBP2, and no less than we would expect from the creator of AS-MotherShip.
Zenny: In most Onslaught maps, I crave wide opened spaces in which I can participate in one of my strongest attributes, long distance fragging. You would think that Argento is right up my alley, and for the most part it is. The link nodes are well positioned, but I think the map is a little too open - It could really use a little bit more vegetation or something to break up the monotony of the sand dunes.
hal: ONS-CBP-Argento does a nice job with theme, continuing the story set up with AS-Convoy. Bits of the failed convoy lie about and the sun blazes hazily through the atmosphere, creating a convincing desert appearance. The structures are unique and interesting.
The author has chosen to focus on the Goliath and Scorpion vehicles. One of the many Scorpions on each side might have been better off as a Manta to act as a foil to the Goliath, completing the vehicle balance circle. But the bases are bristling with Energy Turrets and should hold up quite well against the included vehicular arsenal. The default link setup is very good, as is the battlefront design. All in all a solid addition to any Onslaught collection.
Raffi_B: Many have commented on the brightness of the map, yet I feel it suits the theme perfectly. The arid climate was portrayed almost perfectly by Desp #2, and I think this map really makes you feel like you have gritty sand in your boots. Gameplay-wise, the map is actually rather fun. The node layout is excellent, and there are plenty of choke points where the action revolves.