Cambodia Raid is a very original objective map set in a thick jungle environment. Axis forces are to infiltrate the massive Allied base and blow up the invaluable supply of wooden crates at all costs. Time setting is definately post-ww2, as the scene features several cola machines to keep even the sleepiest sniper awake. It should be clear this is not just some juicy forest to enter unarmed.
Presentation / Technical
Having sustained the slightly silly introductional paragraph time has come to take a more serious look at what this map has to offer. First of all the architecture quite literally catches the eye as I can safely state it's formidable without overdoing it. Especially the mesh trees look awesome and the height differences add to the natural feel. Unless my memory needs upgrading the attention to detail is unprecedented. A slight downfall is that some of the interiors look a bit rushed, with little detail and unnaturally thick walls. However a glance through any of the windows makes up for this by leaps and bounds.
Next up is texturing. The variety of (custom) textures used and the attention paid to proper texture alignment leaves even the most sarcastic reviewer no choice but to assign a very high score in this area. Just for completeness I will mention two minor instances of z-fighting, but when considering the map as a whole these errors are entirely irrelevant and forgivable.
The lighting of this map deserves special attention as the author has decided to use a very low lightmap density setting, which results in a far higher quality lighting than the default setting. The compile must have taken ages but saying it was well worth the wait would be an understatement. In fact, the end result almost forced me to write the word 'breathe' in my diary. In short: the lighting is superb and adds very much to the overall atmosphere. I couldn't find any lighting flaws so max score here as well.
Next topic of discussion are the sounds. Unlike in many other maps it is immediately obvious the author has taken sounds seriously here, and it pays off. Players are constantly notified of the presence of exotic birds, at times outchirped by the numerous crickets. A small con is that the ambient sounds is a bit monotonuous, but overall sounds are used effectively and help tremendously in forming the jungle 'feel'.
Now before I head on to the other scoring areas, I'd like a second to emphasize that this is the first mohaa map I've come across that scores so well in all of the four artistic areas: architecture, texturing, lighting and sound. The way these four departments have been forged into an amazing whole earns my genuine admiration. An intermediate 'very well done' seems appropriate here!
Compared to stock mohaa maps the performance of this map would have to be rated very poor, with triangle rates peaking well over 50000. However, as time moved on steadily and hardware improved, these triangle rates have become acceptable and I expect the map runs great on any medium to high performance system. Consider how well the triangles are spent making this map look as amazing as it is and it'll be no surprise I decided to give decent marks here as well.
Scripting then is the last technical area to be judged. The script's last line 'Short 'n' sweet' says it all. Except for one thing: the 'level waittill roundstart' line is commented-out, which allows Axis players to plant the bomb before Allies have joined. Not a major problem, but worth a mention.
Playability / Game Flaws
Fortunately I've had a chance to playtest this impressive map with a total of four bloodthirsty players. Here are my experiences from our jungle fight.
First of all I noticed some areas of the map are quite hard to move around when concentrating on the enemy. Small obstacles are everywhere, and I know one spot where you can get completely stuck (and have to kill yourself). However, after all, a jungle isn't a highway and having to watch your step isn't an unreasonable requirement.
Now to some more relevant gameplay problems. First of all I'd like to note the map is rather small, consisting mostly of one open area filled with buildings, containers and other obstacles. A major drawback is the Axis have only 2 possible paths they have to use to get closer to the Allied base, and both paths can be overseen directly from the Allied base. Added to this using one of the paths involves climbing a short ladder, which is always a hazardous venture. I found the match usually ended in a quick firefight at either of the entrances, with a distinct advantage for the Allies because of their elevated position and superior opportunities for concealment and surprise. Additionally, grenade spams can be a very effective means of artillery but I can't really blame the map for that.
On the whole, the map is definately fun to play and can evolve to a theatre of some good firefights. However, if the Allies are determined to defend their base at all costs, they can lock down the area quite easily with just one or two talented snipers near the protective cover of their own base. The map could definately have used a couple of additional routes for the Axis to sneak in on the base, and make gameplay more balanced and varying. It should be interesting to see how this map plays with some of the modern conversions, most obviously MoH:Vietnam but I think it would fit equally well in conversions like Modern Warfare or even City Nights.
Conclusion
Clearly, Cambodia Raid is an outstanding work of art. Combatants find themselves emerged in a very convincing jungle environment. However I tend to believe not as much effort when into the tactical planning of the map, leading to an unbalanced and constrained layout, and an uninspiring objective. Nevertheless you will have fun playing this map just by looking at it, and there are ample cover opportunities to practice close combat. Without doubt this map deserves a download or two, just to be sure...
One of the best looking mohaa maps ever made, with outstanding attention to detail. Tactical layout could have been better, but it's still fun to play!