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06-03-2008
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#31 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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The Review Hub
Map Name:Electron
Author:Draw the Line
Reviewed By:roche178
Enjoyment: 7/10
I had fun with this map but the gameplay of the map just seems kind of stale, the party and I came to this conclusion after playing a game of team slayer the action was just too far apart and did not feel right. Although there were some Fun moments in the game too.
Balance: 10/10
Honestly I found no problems in the balance of this map both teams always had a fair chance.
(Needs more Cowbell.)
Durability: 5/10
This is your maps weakest point I found the spawns were a little messed up. you could easily escape the map by grenade jumping off of a deployable cover. Another problem I noticed in the game is you forgot to put the run time maximum down so at one point in the game there were two Gravity hammers in the match and it got kind of hectic.
Aesthetics: 10/10
What can I say this map looked really good. I loved the shield doors on the roof they were very well placed so well placed in fact I found myself gazing up at it in the middle of a match. Your walls were also very straight and neat.
Originality: 8/10
There were some very unique features of the such as the Shield door arrangement on the roof and the raised shield doors in the playing area. But the layout of the map felt like I had played on it before although its not that big of an issue.
Overall score (Average of the above): 8/10
This map is really well built it looks really good and is perfectly balanced the only thing that needs working out are some spawns and the maps durability.
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06-03-2008
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#32 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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The Review Hub
Map Name: Project X
Author: Tex & Shad0w Viper
Reviewed By: Vicious Vice
Other reviewers present: Roche178, HXC2stepAP
 This image has been resized. Click this bar to view the full image. The original image is sized 640x284 and weights 42KB.
Enjoyment: 9/10
The group consensus was obvious, this was very fun. Time flew by and when the game was over I was in shock we had barely talked about the map. We were all too busy having fun. We weren’t sure about the man-cannons but after a few uses the we realized how they dramatically change the gameplay and make it faster than the average map.
Balance: 9/10
The map is symmetrical the weapons are well spaced and none are too overpowering. Our only issue was that the spawn areas didn’t include the sniper tower. What this did was that when someone was in a sniper tower we would be constantly spawn camped. I only took 1 point away from this because it was literally the only thing wrong with balance.
Durability: 9/10
No way to escape. No holes to lose grenades. Nothing looks like it was put there just to fill a hole or anything. Very well built. –1 point for the minor spawn area problem.
Aesthetics: 8/10
Even though the map looks and plays well there were no moments when someone stopped to look at something. The map however is very clean and well built as I’ve mentioned. I give this an 8 because it just looks good better than an average 7 but nothing original to deserve a 9 or higher.
Originality: 8/10
This arena map has a feel very similar to the MLG map Onslaught, which in my book is a compliment. They layout also lacked some originality but hey you don’t fix something that ain’t broke. The man-cannons are the most original thing sending players high into the air across the field. Sniping those players have never been so fun.
Overall score (Average of the above): 9/10
This maps receives a 8.6 which rounded up is a 9. The group had a lot of fun and the X flag gametype fit the map very well. Overall I was advise anyone who enjoys a competitive map with a good selection of weapon to play this excellent map. I had so little to write for this review because so little was wrong with this map.
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06-03-2008
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#33 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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The Review Hub
Map Name: Indiana Wine
Author: Running Chron
Reviewed By: Iv0rY Snak3
Enjoyment: 8.5/10
I have a great time every time i play this, the game is intense, fast paced, yet equal.
there is just something about this map that is really fun, i'm not sure whether it's the multiple snipers or the constant close quarters chaos
but it is always enjoyable.
thge only problem is that after a while it gets quite repetitive, maybe add something that spawns a few minutes into the game
to spice up gameplay?
Balance: 10/10
being a completely symmetrical map it is kinda hard to make unbalanced, but the weapon set up is also top notch, it always functions well
i never would've thought that 3 snipers would work in such a small map, but they do with some great results.
also, the layout of the conquest territories is very smart, because holding the second territory is quite hard if you are trying to get to
the central territory because of the lines of sight.
Durability: 9.5/10
The map is completely inescapable because of the effort you put in to make it reach the elastic barrier, as well as all the
aesthetic touches on all the other walls, like the a-signs and moveable scenery near the central territory.
the spawns are perfect for a conquest map, although it can be annoying to be under fire the second you spawn, even the that is generally
what the gametype is designed to do.
Aesthetics: 9/10
The map is beautifully interlocked, there is virtually no bumps anywhere, and you added the moveable scenery
behind the central territory which was a nice touch. my only question is, a soccer ball? really? why?
Originality: 7/10
Being a conquest map, it definitely limits you from adding a lot of original features, although you did well
whilst staying within the bounds of a conquest gametype. there was very little you could've done to improve this
marke because of the constraints of conquest.
Overall score: 8.8/10
this is a great map, almost the perfect conquest map IMO, there were very few things you could've done to improve upon it
and a v2 is definitely not necessary. one question, during one of my matches, the soccerball found it's way into the rest
of the map, was this intended or did i glitch something?
anyway, great map, keep it up!
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06-03-2008
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#34 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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The Review Hub
Map Name: Battery
Author: BLAZE814
Reviewed By: Vicious Vice
Other reviewers present: Roche178, HXCstepAP
Enjoyment: 7/10
Overall this map was fun to play and more importantly there were enough weapons to keep it from going stale. It had unique areas like the invisibility tunnel and a multitude of purposely-slanted objects. The fights ranged from long distance to close range and cover was always present. All in the entire group gave it a big thumbs up.
Balance: 6/10
Sadly I have to this category a below average rating. The reason because there are two bases that are very different in look but lack a balance in weapons. The more open/centered base holds a carbine, sniper rifle, plasma nade and bubble shield around the corner. The more closed off base against the wall only contains a battle rifle, needler and energy drainer making it the inferior spawn area. The games revolved mainly fighting over the sniper spawn.
Durability: 7/10
The map by itself is very well built there are no open holes to lose grenades. The spawns are well placed and while it is not escape proof it would be very hard to escape the area. However, there were a lot of bumps in between boxes. I usually don’t mind this bumps because they are just part of interlocking but there were some major “bumpage” in certain areas. The geomerging against the walls were wonderful.
Aesthetics: 8/10
Probably one of the best categories of this map. The author has taken the time of place objects outside of the map creating scenery outside the area of play. His unique pillars with shield walls and grav lifts are also unique and aesthetically pleasing. The slanted objects all look like they were purposefully placed there and add to the map. Overall the aesthetics although simple are a success.
Originality: 7/10
None of us felt the map did anything too original. The pillars were the most interesting but we have seen variations on that idea. I do award points to the author for coming up with a little soccer ball Easter egg which is cool but not original. They layout is original as in its not the basic square area with high ground on the sides. It has high areas in different parts of the map and low ground spread out throughout.
Overall score (Average of the above): 7/10
A success. I would only advise the author if he wanted to change would be weapon balancing and some re-interlocking. This map is definitely worth a try for anyone interested in a medium-sized map with a more than an average design. Also bonus points for those smart enough to figure how to get the soccer ball in the map.
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06-03-2008
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#35 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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The Review Hub
Map Name:Compartment
Author:Shock Theta
Reviewed By:roche178
Enjoyment: 9/10
We played a game of FFA slayer and a game of team slayer and it was really fun, so fun in fact I would still be playing it if I did not have to write this review.The whole party said they had a blast and saw no major issues with the map.
Balance: 10/10
The weapon placement on this map was very well done neither team ever had too much of an advantage over their apposing team, and as a result added to the enjoyment factor.
Durability: 10/10
This map is impossible to escape from and I saw absolutely no problems with spawns, which is especially hard to do in such a close quarters map.
Aesthetics: 7/10
This map while very well interlocked although, there are a few bumps in the floor and there is nothing really too amazing about it like cool features that give the map character.
Originality: 6/10
While this map did not copy any features from other maps it did not have anything that made me or my fellow reviewers say "Wow I have never seen that before."
Overall score: 8.2/10
This is an excellent map very well balanced, the spawns were perfect (Very hard to achieve in such a small map) and it was completely unbreakable overall very well built.
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06-03-2008
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#36 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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Map Name: Confinement (Gametype used: Confinement - Infection)
Author: Waylander
Reviewed By: E93 (GT: Eduardo Dubs)
Enjoyment: 4/10
Very dissapointing map. This wasn't any fun to play in. You could never tell where the zombies were coming from, except that it was somewhere from above, it was hard to walk around in the maze, and I did not enjoy this too much. I'm sorry to say, that people (including me, to be honest) actually wanted the game to end in this map.
Balance: 2/10
When I asked people about this, there responses to it were pretty bad. The trip mines make it annoying, really annoying. The gametype that Waylander made for this didn't help much either. No matter what weapon you had, the sombies could always come from nowhere and kill you. And what's up with that armory? Seriously.
Durability: 0/10
Waylander, I seriously hope you didn't expect to get actual points in this criteria. Why, oh Why! would you put a teleporter that actually leads you out of the map area, and to an armory? Plus, if the humans wanted, they could just camp outside of the teleporter and murder every single zombie that came by. I'm not trying to be mean, but durability was horrible.
Aesthetics: 6/10
This may acutally save your map from complete and utter disaster. The aesthetics were good. I liked the halls and corridors and stuff. The zombie door looked pretty neat too. My only issue with this is that the walls were always too close together, it was hard to walk around and not get confused.
Originality: 5/10
You may have started this map before The Peasant Hut, but he beat you to it, so it doesn't get that much for originalty. The opening door thing was the only thing that caught people's attention. That was neat.
Overall score (Average of the above): 3.4/10
I don't like being or sounding mean, but this map just didn't do it for me Waylander. I feel that you could actually improve it by making the corridors and halls bigger, and hopefully if you delete that teleporter and armory, but the rest is kind of un-fixable.
My tip:, come up with something good. I know it takes a while, but once you get a good, original idea, that may help you and your maps a lot.
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06-03-2008
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#37 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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The Review Hub
Map Name:Attack The Fort
Author:Shihuru
Reviewed By:IxGUNxSLINGERxI
Enjoyment: 5/10
The map wasn't a really fun map to play but it really got my party
going at the start but just went down hill from there.
the only thing was that some of the not so great things about this map.
they really turned it into a not so much fun game. (if you know what i mean)
Balance: 2/10
I really didn't think This map was to balanced.
because it looked like to me that you put no thought into
your weapon placement at all.
and the whole game i couldn't find out how to get to the flag.
Durability: 2/10
This is where you really lost it i would sometimes
spawn in the enemy base which is very
very bad and the map was really
easy to get out of a quick buddy jump
or grenade jump would get you over the wall
Aesthetics: 6/10
This did do very well in the aesthetics though.
i loved the gate and water fall the looked really nice
but. i wish you would have interlocked more to make
the map look a little better and neater.
Originality: 4/10
This map was not very original in its overall idea.
but don't get me wrong. it had some nice innovative things in it .
but the whole fort thing has been done way many times before.
so you can imagine it gets kind of old after a while.
Overall score (Average of the above): 3.8/10
I would really have liked this map to have been better i just didn't have to many good things to say about this map =/
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06-05-2008
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#38 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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Map Name: Jedwali
Author: Brute Captain and De5troy999
Reviewed By:Matty
Enjoyment: 9/10
I have played many games, on many different gametypes and with a range of players. All of the games were very fun. The map played fair, but with some creative weapons there was definately that excitement factor in there too, which helped tremendously. There were some stages when it seemed like a characterless run-and-gun, but they dicipated quickly. Overall this is a very fun map to play, if anything, a little bit bland from the fairly simple geometry.
Balance: 8/10
As i said before, its pretty well balanced, which equals for some good fun. I thought that sometimes the spawn points were predictable, but i never tried to capitalise on the situation, because it would just kill then fun. I think that the Rocket Launcher isnt very necassary, i never really like that weapon in a map. I also think that the Ghost placement is almost a bit 'random'. I dont really know why its in this map, it doesnt really seem to fit in, but nevertheless its there and its ok. Also i think the Flamethrower could be moved to a lower area, it never even got used once, because nobody notices it.
Durability: 9/10
I couldnt get out of the map, everything was built up very high, which is a rare sight these days. As i said earlier, the spawns seemed predictable, if i wanted to i could have quite easily spawn camped and capped a few kills. I also think that the higher areas of the map seem almost inaccessable at times. I know you tried to make them hard to reach, but they are very hard to jump onto, and while your getting shot at, it may aswell be impossible. Im not just talking about the sniper tower, but also the other bridge catwalk with the mauler sat on it.
Aesthetics: 8/10
In my opinion here is where you let me down. As with most your maps, the interlocking is pretty much flawless. But what i don't get, is that you have a unique gift, an ability to create pretty much anything he wants in Forge. But yet this map is of very simple geometry. I look at it and see a few boxes interlocked in a way that i could have probably done in a very short space of time. I know thats pretty blunt, but its the truth, and im not putting you down, your a great forger. I just believe that this map doesnt live up to your standards. But as a generic map, its very nicely constructed, if not a little simple.
Originality: 8/10
I have never seen the roof piece you constructed before, its a pretty neat idea. Im a sucker for epic sized constructions that dwarf the player, and you built a pretty nice one there. The mancanon lift as equally nice of an idea as it was executed. Its great, my only flaw is that it laggs very bad, i wouldnt have allowed it into a map because it would comprimise gameplay. The hexagonal sniper tower is also very well executed, there seems to be a craze for mathmatical shapes lately.
Overall score (Average of the above): 8.5/10
Your probably looking at this and thinking 'I dont deserve this'. Well you are probably right. Truth is, anyone else in the team would have given you atleast a 9, but i see this a little different. Maybe they are right, maybe i am right. Maybe niether of us are. Fact is, i dont think this lives up to your image. Its just too simply constructed. I tried to be as 'brutal' as i could here. I have monitored your map, and everyone just seems to say 'awesome map' without actually giving you a bit of criticism to work from. I hope you appreciate my time with this. Good Job.
Last edited by Matty; 06-05-2008 at 02:35 PM..
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08-10-2008
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#39 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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Project S
Author: Tex and Shad0w Viper
Reviewed by: The Yellow
Enjoyment: 7/10
I loved Project X. I liked Project U for what it offered. But, Project S seemed different. It is enjoyable for sure. Much better than most maps. But it just wasn't as exciting or epic as the name it is supposed to live up to. For the most part the action kept up and was interesting. There were some epic self sticks due to shield doors and bizzare Mauler suprises. Other than that it could get a little repetitive. Maybe it is because of the size. Just moving about a fairly small space using the same routes and methods.
Balance: 6/10
This is where the map suddenly kinda stooped. Matty, Bl00D and Roche and I all started ABC Flag. At first it was alright.Then, one hit kills with the Flag became an increasing problem. It just didn't work. When both teams got the Flags one person would continually try to return their's but get killed by the Flag carrier. Then, coupled with the Mauler, camping increased. You easily can sit behind a shield door and camp. So that is what happened.
Durability: 10/10
If you can get out or escape this map, I will give you my head on a plate. Nuff said.
Aesthetics: 8.5/10
This is where this map shines. Wow. Everything looks awesome. The central bridge collumns are excellent. Merging the silver portion into the ground was a great idea. And the snaking curve of the ceiling, it looks fabulous, not to mention a pain to make. The little niches and nooks are all clean cut and well made. The curve of the lift with the walls looks good as well. And of course, the outside scenery is an added bonus. Everything looks well forged and clean cut, but it just doesn't quite reach that "O....M....G" that certain maps like Reflex have attained.
Originality: 8
I'd have to say that basing maps off of letters is not only practical for good layouts but also quite original. This map mostly seemed unique. I hadn't really seen any use of bridges quite like it. And the ceiling looked new also. The map feels like something other than Foundry, but to me not quite as original as some other maps. It has a good original layout for gameplay, but doesn't have a particular flare like a train or anything.
Overall Rating: 7.5/10 This map has some great aspects and ideas incorporated. But the main thing that my fellow reviewers and I agreed on was that, the gametype specified for Flag and Bomb, didn't work. It was meant for larger maps like Project X, not for smaller maps. Having one hit Flag kills just destroyed the fun for us. And maybe the Mauler shouldn't be in Flag. We agree that our conclusion is that Tex and Shad0w Viper should re-vamp their gametype for Project S and then it should be fine. But for now, it just seems off balance.
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08-23-2008
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#40 (permalink)
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Say It Aint So!
Matty
is here?
Join Date: Feb 2008
Location: North East uk
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Map Name: Project Z
Author(s): Tex & Shad0w Viper
Reviewed by: The Yellow
Enjoyment: 9/10
Ok, I'm sure by now everyone who is reading this is familiar with the ABC crew, if not, well then shoot yourself in the foot. Project Z, the map this review is about, maybe the best Project release yet. For the first time ever, Tex and Shad0w Viper have created an asymetric map. Frankly with how it turned out, I'd like them to continue doing so. It was so fun. Last night E93, Pegasi, Gunslinger and a few others, and myself, played Project Z. We played a few games of Slayer and ABC Flag, (Bomb didn't work, but as Tex said, it's k). We all enjoyed this. There was always something happening. It was a great assortment of blasting, hopping, doging and ducking. Just overall fun. The geometry made things seem different, not just plain old Foundry.
Balance: 9.5/10
Balance is a thing many map creators fail to think about when constructing their maps. Often times one area becomes a mosh pit and one player can easily control the map. But with Project Z, dun wry guys, it goin b k. I don't know how they did it, but this map, wow, almost perfectly balanced. Maybe it is the great layout of weapons, each has it advatnages and disadvantages all over the map, keeping things go'in and flow'in. Maybe it is the perfect combination of cover and jumps. All these factors were obviously painstakingly thought out, tested, and re-tested. My only complaint abou balance was that at times players on top of the center wall seemed a bit too powerful, with rockets they could rain down hell. But only for a short time before Tex is like "bish get down here". But all in all, terrifiengly well balanced map.
Durability: 9.5/10
Now, I know what most of you are thinking. 9.5/10??? Well, I actually managed to find a way out of this map. I saved the video as well if proof is later needed. Now, I'd say that for most people you wouldn't be able to get out. I know though that if someone figured out how to it's likely it could be done in game, but really, it serves practically no purpose. That is the only reason this didn't score a perfect 10, but overall, this map was blocked off well and the blocking looks good too.
Aesthetics: 9/10
This map looks so clean, so well merged, and I didn't see any of that annoying little "flicker" from interlocking. The entire map looked as one, all the structures looked liked they belonged and were all part of a whole. I was also in love with that double box merged way at the back near the covered doors, great job on that. Probably the only thing about it is that there isn't anything so radically different that you stop in game and ponder and drool over it. There just didn't seem to be anything like a signature piece such as the octagonal hall in Reflex that everyone all knows. But when it comes down to it, when a map plays this well, it doesn't really matter that much about aesthetics.
Originality: 8.5/10
Yes yes, making maps fashioned after letters in te English alphabet is a rather clever idea. The map did indeed have some use of geometry I have never seen before. Especially the nice use of Foundry's back area. The map did have those little "star" boxes such as in Kentucky Tango. They did look good, but weren't completely original, even though a new touch with bridges was added. And building a map centered around a form of a dividing wall, well, it's been a good number of times. But hey, I mean come on, it is still a big Z so there's not much more someone can want.
Overall: 9.5/10
All in all this is a map that I'm certain no sane person would want to miss out on. Excellent gameplay... A weapons layout that is perfectly balanced and fun to utilize. Numerous jumps that can provide some amazing kills or saves. The spawns were as close to great as one can achieve with a map on Foundry. And the fun that one will have while playing on this magnificent playground of destruction... well... you'll just have to find out for yourself. I can't really put it all in words.
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