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Old 10-02-2008   #11 (permalink)
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Infection maps:
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Map 3 in progress

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Old 10-02-2008   #12 (permalink)
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Map Review of Ice Temple

First off I would like to say that the map overall was great, but I think their needs to be lots of improvements to it. When playing we found out that the spawn points were not working, nothing much to say here but just fix it (which you did). This also goes along with the starting points on the map for humans, I felt that they were a bit to close to the edge. Right off the bat of the game, people would jump and fall to their death. Another thing that I found that effected most of gameplay, was people were using bubble shields right away. I felt the humans may have been to dependent on them, so a suggestion would be to make them spawn in 10 seconds after. I also felt that the maps quality was a bit bad, the platforms in the caves were very plain. A suggestion would be to make them more unique and different, because their have been lots of maps made already which involved being in those caves.

Suggestions (none are necessary)

As I said before some of the suggestions were that maybe you could have bubble shields in later, because to much people were dependent on them. This goes along with the quality of the map and how to make it more unique. A couple new suggestions would be that the weapons for zombies, I think should be brute shots because they are effective like the rocket launchers and they can mess with peoples jumping on platforms. Also I thought the boxes should be in the middle because zombies get a whole viewpoint of the map. I wasn't really sure why the zombies needed camo btw? Some people were talking about putting teleporters inside each box so zombies could go back and forth between zombies and I thought that was smart, but if you wanted to do that I would have only 2 zombies instead of 4.

The map was ok, not to be mean or anything it just really started to get boring. You should spice it up a bit and make it more fun, be creative with the platforms thats what really bothered me. Other then that stuff good job.

(sorry to double post btw)


Infection maps:
Jurassic Park
Map 1 in progress
Map 2 in progress
Map 3 in progress

Mini Game's maps:
Idea 1 in progress
Idea 2 in progress

Other Maps:
None lolololol
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Old 10-02-2008   #13 (permalink)
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My Review:

Overall, it took me a little bit to actually understand what was fun about this map. But once I realized what to do, it was a lot of fun. You used special techniques to make the map better looking and better for game play. Maybe some things could be added to make this map more unique.

Problems:

Spawns: The spawns for the humans did seem to need a bit of help. I'd just try to spread them out more, and away from edges. All you have to do as a zombie is look down and inch and shoot to get an immediate double kill.

The Zombies do need to have their spawns fixed. I'd make it 2 zombie start and make them spawn at different ends. This would make it easier for the humans, and allow each zombie to gain more points.

Equipment: The bubble shields were definite fun killers because all the humans would do would stand inside the bubble shield for what seemed like an eternity for the zombie.

You do need a bit of players to get the game going and it might take a while to gather enough people.

Suggestions:

I'd add maybe a few man cannons to aid mobility because it seemed like it took to long to traverse the map and it made me feel like an easy target.

The gametype does need a little tweaking like giving the zombies bruteshots or needlers, to mix it up a bit.

I'd switch the bubble shields out for deployable cover. It would only save you from one rocket but it would keep you and the action moving.

Final Comments:

All in all, I'd give the map 4/5 because it was a little slow moving to jump from platform to platform but there are easy remedies for that, and it was a lot of fun.

I'd give the gametype a 3/5 because it just needs some more weapon tweaks, but I'm not supposed to review the gametype.

I had a lot of fun testing this map, and I'd like to see the problems fixed before this map is posted, but I want be posted.

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Old 10-02-2008   #14 (permalink)
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I left my notes for my review downstairs, and I can't go downstairs without setting off my house alarm. So, I'll post up my review tomorrow :)

(I was Whispy, btw.)


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Old 10-03-2008   #15 (permalink)
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Map review:

Gameplay: 9/10: Very intense but after a while the platforms seemed too small to land on becuase of the rockets pushing you the whole time, but other than that the gameplay was very good.

Creativity: 10/10: Great idea! I never thought of using that idea to make a map with, especially becuase you don;t know where the rockets are coming from they are just coming out of nowhere and you die which makes the game intense

Forged: 8/10: There was nothing in this map in need of changing, talking about the item places and smoothness of the level, especially the geo-merge in the air with the zombie boxes. The only thing is that there was almost no forging needed so the score can;t be too high on this scale.

Overall 27/30: Very good map, idea and forgeing. I liked testing this with you(it was also nice to play Pennyless V2). Make more maps like this!




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Old 10-03-2008   #16 (permalink)
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My suggestions for the map...


one: make the gravity 75 percent; I frequently fell by hitting a platform. This is a mini game not a jumping course. sorry I didn't mean to sound mean. but, when i told you in game you said "I think it adds to the challenge." But, the challenge should be staying alive from the zombies not going through a jump pack....

two: Put more zombies with more boxes; it wasn't as hectic as other mini games I.E pennyless v2. Now you may be thinking pennyless only had two boxes and that was hectic. But, this is a larger space and the bullets don't shoot as fast so you need more boxes and zombies to compensate.


summary: Its a great idea but not executed properly. It defiantly needs some work but you could defiantly make it A LOT more fun. You should take my suggestions along with others.

8/10
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Old 10-03-2008   #17 (permalink)
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my honest review is: it needs a lot of work.

It seems like you guys just took the same idea from pennyless..... yes yes yes i know, we are on avalanche and you are floating in boxes which is alot cleaner than fence walls. im not complaining about the alpha zombie spawning in the box because i know that is just a mistake, but jumping from box to box aimlessly and getting 0 points for finishing round alive is just boring as hell. in order to get the most points... i just jumped off at the beginning and then was a zombie next round. the whole concept is just pennyless with a new (worse) look. i cant stress enough that playing as a human seems pointless. it was almost like that in pennyless, but the points at the end and precarious jumps made it intense and fun. here i just go back and forth on the mancannons and get last man....but no reward????? the humans should have some sort of goal, be it killing zombies, or surviving to the end.

6.5/10

-my .02

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Old 10-05-2008   #18 (permalink)
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Alright, sorry this has taken so long for me to post...


Pros:

- It's a fun game for when you're just waiting around for something to happen.
- Teaches people how to use rockets effectively and how to lead with rockets for the best effect.
- Takes advantage of new and advanced Forging techniques, such as the reverse shield door, in interesting ways.
- Improves on peoples quick jumping skills.
- The floating platforms are spaced relatively well, making it hard to get stuck in one area.
- The equipment placed around the map allows the players to effectively block the sight lines of the rocketeers for a short while, as well as protect themselves with the use of bubble shields.
- Makes effective use of the death barrier in the cavern on Avalanche.


Cons:
- The starting spawn was very predictable, allowing rocketeers who have played the game before to get multiple spawn kills.
- Some of the spawn points were right near ledges and were dangerous for people who hold the movement stick forward when they spawn.
- The gametype became somewhat repetitive.
- Some people spawned outside of the map and were stuck there for the entirety of the round.


Suggestions:

Note: Some of my suggestions may have been fixed or posted already because this took so long to post.
- Maybe mix it up when playing it by changing the weapons each game or adding secondary weapons for the rocketeers. Needlers, snipers, lasers, or even brute shots could add to the fun.
- Clean up the penalty box for people who join late. Make the interlocking neater, etc.
- Add more starting points to make it less predictable.
- Instead of just one filter coming on near the end of the game, maybe have one come on a little earlier, just to make it more interesting.
- Fix the spawn points that are right near ledges, so that people don't spawn suicide.
- Add two way nodes in the reverse shield door boxes, so that rocketeers can travel back and forth through the map.
- Add teleporters outside of the map, in case people spawn outside and cannot get back in.


Quote:
Originally Posted by Nitrous View Post
Bitches ain't nothin' but ho's and tricks.
Exodus Damage|Fifth Column|Deadweight|
Map Testing Reviews: [1][2][3]
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