Sorry for double post but I think it was appropriate
My unofficial review on Picceta's Tantela
Quote:
Originally Posted by Phreakie
::Unofficial Review::
Although this review is unofficial, I do mean all of it.
I will be fair with this review, unlike the last time. I
hope you dont hold anything against me for this review
because I am purely speaking truth. I tested this map
with the following people.
Testers:
Sage
Me(Preakie aka OtherDark aka EGS Berserk aka
TheDarkestVoid aka AssasinasinJasn aka
cheez 4 me aka UEG Chromatica)
Insane54
Roche
Halostriker
Kidbomber
ASouthparkKid
HALOSTAR
Elitespartan544
Onto my review...
::Aesthetics::
Aesthetics blew me away on this map. They
were equivalent to your other maps but I do
think a change in layout wouldnt have hurt.
I especially like the way you interlocked the
hill to the high ground of the defender's base.
You interlocked the map so that it had a
good flow to it and it was rather clean also.
The way you built aesthetics though affected
the maps gameplay a lot however.
Score: 8.2/10
::Layout::
The layout is completely different from the
aesthetics. I just want to get it clear that the
layout to a map has more to do with gameplay
then aesthetics although they all relate to each
other rather well. Now onto your layout (weapons,
geometry, spawns). The geometry of the map did
not favor your gameplay at all. The defender's
start off at a high hill that overlooks the base
of your whole map. This includes the attacker's
spawn. When you created that so called "balcony,"
you made it so high that attackers spawning at
their base could easily be camped with a BR. This
causes a lot of long ranged spawnkilling which
could be nothing but bad for gameplay. Also, Roche
was able to camp our main attacker's starting point
with assasinations in abbundance.
Score: 6.6/10
::Gameplay::
Gameplay was once again, definately not my favorite
part of this creation. Roche, again, got a s**tload
of assasinations on our attackers spawn point. I think
that you should have redone the spawn on the
defender's turret. The one on the hill is the one i'm
referring to. It was always the main wepon to take
control of and if us attackers didnt get it and rip it
off, then the defenders would easily be able to f*ck
us with the long dick of Tantela. It spawns extremely
fast for a turret is what I'm basically trying to say.
Spawns on the defender's side were extremely off.
They would always spawn behind us after the
attacker's finally got up on the hill. Us being the
attackers if I havent made that clear to you all yet.
Score: err...4.8/10
::Overall::
I think that overall, you really need to do a v2 on
this map. You have a great aesthetic balance in the
map, but so much that it affects gameplay and takes
it in the wrong direction. I see that you have a
good amount of time on your hands to do this so I
do believe that doing a v2 wont take you that much
longer. Gameplay was pretty bad. I think the whole
party would back me up on this one. No offense meant.
The layout was bad on my end but I think the whole
party liked the layout because they dont really get that
a layout of the map is its overall design. Which
includes the height of hills/walls/ramps, placement of
structures and so on. But if you think about it, a map
is only as good as its gameplay.
Total Score: 6.4
Nothing against you Picceta. I have appologized for my past actions. But that doesnt mean I didnt mean every part of my past review. This map is no better than the other but I do like your map concepts a lot. PLEASE READ THE WHOLE REVIEW, It took me a whole 22minutes to write!!
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