Post by Zorvaine on Feb 8, 2016 12:12:40 GMT
GCCC's OFFICIAL CAPTURE EVENT
SATURDAYS AT 19.00 GMT / 14.00 EST
SUBMISSIONS / EVENT / CAPTURE CREATOR GUIDE
Walking away from a crime scene can never be easy... Unless the score was worth the risk. The scars of crime condemn our minds with experience. A wise criminal will always look back on his past actions to examine his triumphs and downfalls to further harden his resolve on future thievery.
Gather your thoughts and provide your job contractors with HONEST FEEDBACK. Welcome to the Review Topic for Honor Among Thieves. MV = Most Voted during event.
SUBMISSIONS / EVENT / CAPTURE CREATOR GUIDE
EVENT #1 - Saturday 6th Of February 2016
Contend: Dive And Secure by Frezyys (CONTEND)
{Review}Good Aspects:
- Original concept of sky-diving into battle.
- First Capture that I've seen with this technique.
- Well chosen Actors & Vehicles giving this Capture a realistic feel.
- Balanced weaponry and settings.
Bad Aspects:
- Too little ammo.
- Confusion in regards to finding the actual packages.
- Some barges on ground level look out of place.
- One of the Jackals was glitched inside one.
- The Capture Point end bases don't look like any significant structures.
Suggestions:
- Instead of all 30 players starting on the upper platform, make it 10 per team. Meaning that the first 20 players begin up high while the rest begin on ground level, preferably away from the power plant next to vehicles. This will allow you to have 10 parachutes per platform, allowing you to place more weapon pickups on ground level.
- Change the Forced Weapon and the Capture's Weapon Pickups to assault rifles. Too little ammo makes this Capture difficult to sustain. Reading the description, you wanted aerial battles but in all honesty, that will NEVER happen especially in Auto Aim. When people dive, they want to hit the floor as fast as possible. Shooting while parachuting is far too inaccurate and risky.
- The power plant is too confusing to navigate around. I recommend completely barricading certain sections of the building with barges facing inward. Make it look realistic by having them look like blocks in the middle. Basically making the first and ground floor the main combat zone while the very upper floor acts as a package retrieval area. There's a whole network of stairs so what you want to do is, block off all the middle floors so that people don't get lost there. Approaching the stairs would only lead you going up. Try to make it look clean.
- Try making the Capture Point bases look like small toll booths if you're low on props. I suggest adding the parking cabin with a few gates and dynamic props. Make it so that players must exit their vehicles to Capture the actual scores. Make it so that the Capture Point is inside the parking cabin using templates.
Granny's peep-show by kolkrotterdam (CONTEND) MV- Original concept of sky-diving into battle.
- First Capture that I've seen with this technique.
- Well chosen Actors & Vehicles giving this Capture a realistic feel.
- Balanced weaponry and settings.
Bad Aspects:
- Too little ammo.
- Confusion in regards to finding the actual packages.
- Some barges on ground level look out of place.
- One of the Jackals was glitched inside one.
- The Capture Point end bases don't look like any significant structures.
Suggestions:
- Instead of all 30 players starting on the upper platform, make it 10 per team. Meaning that the first 20 players begin up high while the rest begin on ground level, preferably away from the power plant next to vehicles. This will allow you to have 10 parachutes per platform, allowing you to place more weapon pickups on ground level.
- Change the Forced Weapon and the Capture's Weapon Pickups to assault rifles. Too little ammo makes this Capture difficult to sustain. Reading the description, you wanted aerial battles but in all honesty, that will NEVER happen especially in Auto Aim. When people dive, they want to hit the floor as fast as possible. Shooting while parachuting is far too inaccurate and risky.
- The power plant is too confusing to navigate around. I recommend completely barricading certain sections of the building with barges facing inward. Make it look realistic by having them look like blocks in the middle. Basically making the first and ground floor the main combat zone while the very upper floor acts as a package retrieval area. There's a whole network of stairs so what you want to do is, block off all the middle floors so that people don't get lost there. Approaching the stairs would only lead you going up. Try to make it look clean.
- Try making the Capture Point bases look like small toll booths if you're low on props. I suggest adding the parking cabin with a few gates and dynamic props. Make it so that players must exit their vehicles to Capture the actual scores. Make it so that the Capture Point is inside the parking cabin using templates.
{Review}Good Aspects:
- Two locations (Mine Shaft & Cove) which are rarely used come well into play.
-Well used propping to make both bases feel legitimate.
- Good use weaponry.
- The general flow of this capture functions although it's missing player vs player interaction.
Bad Aspects:
- Uninteresting Title.
- Pink Valkyries.
- Overpowered AI accuracy.
- Off-Topic description.
Suggestions:
- Color the Valkyries to something less childish.
- Reduce AI accuracy to either medium or small. Give them assault rifles or machine guns.
- Change the title to something more appropriate.
- Change the starting vehicle & respawn vehicle to a Valkyrie-No-Gun
- Change the description to something that fits. The ''story'' makes absolutely no sense.
Breaking The Bank 2.0 by TwoSix1987 (CONTEND)- Two locations (Mine Shaft & Cove) which are rarely used come well into play.
-Well used propping to make both bases feel legitimate.
- Good use weaponry.
- The general flow of this capture functions although it's missing player vs player interaction.
Bad Aspects:
- Uninteresting Title.
- Pink Valkyries.
- Overpowered AI accuracy.
- Off-Topic description.
Suggestions:
- Color the Valkyries to something less childish.
- Reduce AI accuracy to either medium or small. Give them assault rifles or machine guns.
- Change the title to something more appropriate.
- Change the starting vehicle & respawn vehicle to a Valkyrie-No-Gun
- Change the description to something that fits. The ''story'' makes absolutely no sense.
{Review}Good Aspects:
- Using the Pacific Standard Bank interior.
- Well located starting locations.
- Good attempt at making a bank capture yet poorly executed.
Bad Aspects:
- Imbalanced weaponry.
- Too many actors with high accuracy. Unnecessary.
- Too many Wanted Level stars.
- The Weapons placed at Eclipse Towers are unobtainable.
- Too. Many. Explosions.
- Continious spawn-killing due to overpowered weapon pickups and actors accuracy.
Suggestions:
- Remove the RPG & Minigun pickups.
- Reposition the weapon pickups at Eclipse Towers.
- Remove actors from inside the bank.
- Place actors infront of the bank with limited lives and medium to low accuracy.
- Remove respawn vehicles. Make it so that players spawn on foot as there are plenty of vehicles around the bank as well as the starting areas.
- Set the maximum Wanted Level to 3 stars.
- Use the new propping tools to make each base look signigficant.
- The outside of the bank needs cover. I recommend making the west side wall look like an area under construction. Making a fenced in tunnel allowing for players to exit through the main doors and running down the built in construction tunnel (scaffolding) so that they can reach the back alleys unharmed. You should reposition the super cars from Vinewood Blvd. and place them in the back alley behind the bank.
Shipwrecked by josecastrejon3 (CONTEND)- Using the Pacific Standard Bank interior.
- Well located starting locations.
- Good attempt at making a bank capture yet poorly executed.
Bad Aspects:
- Imbalanced weaponry.
- Too many actors with high accuracy. Unnecessary.
- Too many Wanted Level stars.
- The Weapons placed at Eclipse Towers are unobtainable.
- Too. Many. Explosions.
- Continious spawn-killing due to overpowered weapon pickups and actors accuracy.
Suggestions:
- Remove the RPG & Minigun pickups.
- Reposition the weapon pickups at Eclipse Towers.
- Remove actors from inside the bank.
- Place actors infront of the bank with limited lives and medium to low accuracy.
- Remove respawn vehicles. Make it so that players spawn on foot as there are plenty of vehicles around the bank as well as the starting areas.
- Set the maximum Wanted Level to 3 stars.
- Use the new propping tools to make each base look signigficant.
- The outside of the bank needs cover. I recommend making the west side wall look like an area under construction. Making a fenced in tunnel allowing for players to exit through the main doors and running down the built in construction tunnel (scaffolding) so that they can reach the back alleys unharmed. You should reposition the super cars from Vinewood Blvd. and place them in the back alley behind the bank.
{Review}Good Aspects:
- Original concept of a fully built damaged ship.
- Balanced Weaponry.
- Well constructed ship. Lack of involvement in it however.
Bad Aspects:
- Cluttered vehicle starting positions. The helicopter blades are too close to one another.
- Helicopters make it a quick swoop in, grab package, fly out scenario. It doesn't involve the ship much as everything happens in the air rather on the actual ship.
- Too long of a distance between each base and the ship.
Suggestions:
- Set the Respawn Vehicle to Dinghy boats to encourage more sea level and ship level combat.
- Set weather to clear to avoid obnoxious waves making movement around the ship awkward.
- Make it so that each team begins with 2 Valkyrie-No-Guns. The rest, Dinghy boats.
- The island in the middle should have MG pickups as well as a single Homing Launcher pickup.
- The island in the middle should have a built-in dock with spare Dinghys as well as a small building to provide protection and cover.
- Place both Team Bases closer to the ship. The distance is unnecessary as there's nothing interesting going on during travel. Actors and different vehicles would fix that but currently it's a definite win if you extract the package and fly off. Nothing you can do to stop them unless you've had players waiting at the enemy team base.
- Remove Team Respawn Areas.
{BH} - CastleVania - by BH__TB (CONTEND)- Original concept of a fully built damaged ship.
- Balanced Weaponry.
- Well constructed ship. Lack of involvement in it however.
Bad Aspects:
- Cluttered vehicle starting positions. The helicopter blades are too close to one another.
- Helicopters make it a quick swoop in, grab package, fly out scenario. It doesn't involve the ship much as everything happens in the air rather on the actual ship.
- Too long of a distance between each base and the ship.
Suggestions:
- Set the Respawn Vehicle to Dinghy boats to encourage more sea level and ship level combat.
- Set weather to clear to avoid obnoxious waves making movement around the ship awkward.
- Make it so that each team begins with 2 Valkyrie-No-Guns. The rest, Dinghy boats.
- The island in the middle should have MG pickups as well as a single Homing Launcher pickup.
- The island in the middle should have a built-in dock with spare Dinghys as well as a small building to provide protection and cover.
- Place both Team Bases closer to the ship. The distance is unnecessary as there's nothing interesting going on during travel. Actors and different vehicles would fix that but currently it's a definite win if you extract the package and fly off. Nothing you can do to stop them unless you've had players waiting at the enemy team base.
- Remove Team Respawn Areas.
{Review}Good Aspects:
- Good location. Jungle atmosphere.
- The build is impressive. Good layout.
- The flow of the capture works well. Claiming the upper territory makes you vulnerable.
- Balanced Weaponry.
Bad Aspects:
- Some props are too cluttered and badly placed.
- The drowning aspect upon falling off the bridge is tedious. Now you can obviously leave it as it is which gives it's victims a time penalty of a slow death or you can make it so that it's victims go under the barge platforms and end up at the far side of the river.
- Location of capture bags. I would highly recommend repositioning the bags to somewhere more significant.
- Insurgents. Unfitting.
- Seeing as this was built on the PS4, set it to 20 players minimum.
Suggestions:
- Work on smoothening out the platforms and containers. Instead of using the construction fences as bridges, you could tilt the barges sideways which would save you props.
- I would remove the fruit stands as they look completely out of place.
- Replace the Insurgents with something more... adventurous. Something Off-Road.
- Place the Starting Positions further away. Under the the bridge. The drive to the actual castle is too short making the vehicles irrelevant at this point.
EVENT #2 - Saturday 13th Of February 2016- Good location. Jungle atmosphere.
- The build is impressive. Good layout.
- The flow of the capture works well. Claiming the upper territory makes you vulnerable.
- Balanced Weaponry.
Bad Aspects:
- Some props are too cluttered and badly placed.
- The drowning aspect upon falling off the bridge is tedious. Now you can obviously leave it as it is which gives it's victims a time penalty of a slow death or you can make it so that it's victims go under the barge platforms and end up at the far side of the river.
- Location of capture bags. I would highly recommend repositioning the bags to somewhere more significant.
- Insurgents. Unfitting.
- Seeing as this was built on the PS4, set it to 20 players minimum.
Suggestions:
- Work on smoothening out the platforms and containers. Instead of using the construction fences as bridges, you could tilt the barges sideways which would save you props.
- I would remove the fruit stands as they look completely out of place.
- Replace the Insurgents with something more... adventurous. Something Off-Road.
- Place the Starting Positions further away. Under the the bridge. The drive to the actual castle is too short making the vehicles irrelevant at this point.
Chemical Romance by ManOfFire (GTA)
{Review}Good Aspects:
- Original concept of recreating two GTA Missions and making them into a PVP competition.
- A wonderful example on how you can take advantage of using weapons from the back of vans.
- The choice of either going for a van, escorting you team's van or forming a group and going on the offensive against the enemy team.
- This Capture works wonders in Free Aim because being able to shoot from the back of vans is effective as enemies can't lock on. Even if this Capture became the event's favorite and ended up in Jagermeisters which is played in Auto Aim, it wouldn't be the same because a player on foot wielding an assault rifle can easily ambush and take out players sitting in slow moving vans.
- Actors weren't too overpowered and the Weaponry was balanced.
Bad Aspects:
- Trevor's ''Base'' looks badly made. I would remove all the junk on the road and instead construct a large shack either at the bar parking lot north of Trevor's trailer or the gas station south of it. Weapon Pickups, I would highly recommend stacking them. Make sure to leave them as either assault rifles or machine guns as the main concept of this capture is having the advantage of shooting players with said weapons from the back of the vans.
- The Weapon Pickups are spread out and placed badly. I would recommend moving the Start Points around in groups and letting each group have a set of weapons because usually when the Capture begins, two people sprint around grabbing everything and leaving no ammunition for the others. Place the Start Points in the following sequence: Group 1 Spawn 1, Group 2 Spawn 2, Group 3 Spawn 3, Group 1 Spawn 4 etc.
Suggestions:
- The route between Humane Labs and the base has an error. Instead of taking the legitimate long way around, everyone seems to cut through the off-road section which usually ends up in vehicles getting stuck by the unleveled ground at the railway tracks. I highly recommend adding barriers on the highway so that players would have to drive around to reach the road towards Humane Labs. Add more barriers on the opposite side as well because they're probably going to attempt doing the same thing when coming back. Make it look discrete like templating barges and sinking them into the ground at low height so it's just enough to be made impassable by vehicles.
- Replace the armored Ballers with something more fitting. Something to fit the theme more.
- Update this Capture to 30 players.
Operation Overlord by Frezyys (CONQUEST)- Original concept of recreating two GTA Missions and making them into a PVP competition.
- A wonderful example on how you can take advantage of using weapons from the back of vans.
- The choice of either going for a van, escorting you team's van or forming a group and going on the offensive against the enemy team.
- This Capture works wonders in Free Aim because being able to shoot from the back of vans is effective as enemies can't lock on. Even if this Capture became the event's favorite and ended up in Jagermeisters which is played in Auto Aim, it wouldn't be the same because a player on foot wielding an assault rifle can easily ambush and take out players sitting in slow moving vans.
- Actors weren't too overpowered and the Weaponry was balanced.
Bad Aspects:
- Trevor's ''Base'' looks badly made. I would remove all the junk on the road and instead construct a large shack either at the bar parking lot north of Trevor's trailer or the gas station south of it. Weapon Pickups, I would highly recommend stacking them. Make sure to leave them as either assault rifles or machine guns as the main concept of this capture is having the advantage of shooting players with said weapons from the back of the vans.
- The Weapon Pickups are spread out and placed badly. I would recommend moving the Start Points around in groups and letting each group have a set of weapons because usually when the Capture begins, two people sprint around grabbing everything and leaving no ammunition for the others. Place the Start Points in the following sequence: Group 1 Spawn 1, Group 2 Spawn 2, Group 3 Spawn 3, Group 1 Spawn 4 etc.
Suggestions:
- The route between Humane Labs and the base has an error. Instead of taking the legitimate long way around, everyone seems to cut through the off-road section which usually ends up in vehicles getting stuck by the unleveled ground at the railway tracks. I highly recommend adding barriers on the highway so that players would have to drive around to reach the road towards Humane Labs. Add more barriers on the opposite side as well because they're probably going to attempt doing the same thing when coming back. Make it look discrete like templating barges and sinking them into the ground at low height so it's just enough to be made impassable by vehicles.
- Replace the armored Ballers with something more fitting. Something to fit the theme more.
- Update this Capture to 30 players.
{Review}Good Aspects:
- War themed atmosphere.
- Good use of the environment but it's currently too flawed. See reasons below.
- Neat looking scout towers.
Bad Aspects:
- Props being placed at very awkward positions.
- Confusion and general lack of direction.
- Confusing and cluttered capture point base.
- The attackers can easily go around and cheat their route.
Suggestions:
- Edit the description and mark the defenders and attackers with which team they're part of. Example: DEFENDERS (Team 1).
- Remove half the Barracks trucks as there's far too many. Add a falling Titan to the beach if anything.
- Redesign the prop layout and make it look smoother, cleaner and more logical given direction. Make the beach look obvious as to where you can go which is is either the left route or the right route.
- Reduce the timer to 7 minutes per round.
- Redesign the end base. You made it big but it's not functional Try and give it a cleaner look.
- I don't know if the picket fences were placed by you of if they're naturally placed there, if they are, remove them. Unnecessary use of props.
- If you really want this map to work, you'll need to give it several updates. Conquest maps tend to take up a lot of effort in regards to getting it's flow and balance done right.
MAD MAX by stronktank (GTA) MV- War themed atmosphere.
- Good use of the environment but it's currently too flawed. See reasons below.
- Neat looking scout towers.
Bad Aspects:
- Props being placed at very awkward positions.
- Confusion and general lack of direction.
- Confusing and cluttered capture point base.
- The attackers can easily go around and cheat their route.
Suggestions:
- Edit the description and mark the defenders and attackers with which team they're part of. Example: DEFENDERS (Team 1).
- Remove half the Barracks trucks as there's far too many. Add a falling Titan to the beach if anything.
- Redesign the prop layout and make it look smoother, cleaner and more logical given direction. Make the beach look obvious as to where you can go which is is either the left route or the right route.
- Reduce the timer to 7 minutes per round.
- Redesign the end base. You made it big but it's not functional Try and give it a cleaner look.
- I don't know if the picket fences were placed by you of if they're naturally placed there, if they are, remove them. Unnecessary use of props.
- If you really want this map to work, you'll need to give it several updates. Conquest maps tend to take up a lot of effort in regards to getting it's flow and balance done right.
{Review}Good Aspects:
- Good route.
- Well placed settings in regards to vehicle choices, weapon choices and actor placement.
- Well decorated with small details at the starting positions.
- Mel Gibson.
- Adventurous chase scenes.
- An example on how a job doesn't need guns to have fun.
- Well recreated from the movie.
Bad Aspects:
- The trailer sometimes respawns in an awkward location.
- Too many enemy players disrupt the truck hooking process by continuously slamming their cars in before the trailer's ready for transport. Solution below.
Suggestions:
- Build a dome or a massive square structure using barges to completely seal Team 1's respawn position. The main problem about this Capture is assembling the truck to the trailer and making it's way enroute.
Build giant walls around it and the exit point where the road begins would be a small ramp where the enemy players from the outside can't get through with their vehicles but the truck and trailer can. Make sure the ramp is as short as possible for the truck to easily go over it but of course, high enough so that enemy players can't invade the dome with their cars. Doing so would make it so that Team 1 can easily hook the trailer without interruptions and even when they have to retry the process, their truck and trailer would respawn there and be ready for pickup without outside interference.
- Make sure to make it so that players can still enter the Dome for when they'll have to go back for a retry but obviously making it so that players can enter and not vehicles. The sniper actors will take care of enemy players of course.
- Place a few Dynamics such as boxes or those small rusty propane tanks that blow up upon contact on the road. Make the truck ram through fences, boxes and the tiny explosive tanks or barrels for added effect.
- Turn traffic on and set it to low so that the train can pass through. Use the Zone tool and cover EVERYTHING but the rails with it so you won't have any car traffic but you'll still see GCCC's favorite bone crushing mascot.
Valentine's Day Massacre by HiddenSaint27 (HOLD)- Good route.
- Well placed settings in regards to vehicle choices, weapon choices and actor placement.
- Well decorated with small details at the starting positions.
- Mel Gibson.
- Adventurous chase scenes.
- An example on how a job doesn't need guns to have fun.
- Well recreated from the movie.
Bad Aspects:
- The trailer sometimes respawns in an awkward location.
- Too many enemy players disrupt the truck hooking process by continuously slamming their cars in before the trailer's ready for transport. Solution below.
Suggestions:
- Build a dome or a massive square structure using barges to completely seal Team 1's respawn position. The main problem about this Capture is assembling the truck to the trailer and making it's way enroute.
Build giant walls around it and the exit point where the road begins would be a small ramp where the enemy players from the outside can't get through with their vehicles but the truck and trailer can. Make sure the ramp is as short as possible for the truck to easily go over it but of course, high enough so that enemy players can't invade the dome with their cars. Doing so would make it so that Team 1 can easily hook the trailer without interruptions and even when they have to retry the process, their truck and trailer would respawn there and be ready for pickup without outside interference.
- Make sure to make it so that players can still enter the Dome for when they'll have to go back for a retry but obviously making it so that players can enter and not vehicles. The sniper actors will take care of enemy players of course.
- Place a few Dynamics such as boxes or those small rusty propane tanks that blow up upon contact on the road. Make the truck ram through fences, boxes and the tiny explosive tanks or barrels for added effect.
- Turn traffic on and set it to low so that the train can pass through. Use the Zone tool and cover EVERYTHING but the rails with it so you won't have any car traffic but you'll still see GCCC's favorite bone crushing mascot.
{Review}Good Aspects:
- Location based in the old part of Los Santos where it's theme fits the environment.
- Well played in Free Aim due to the use of Machine Guns hanging off the side of Roosevelts. We've had a good number of successful drive-by's. Sadly, this feature won't work in Auto Aim.
- Well located and fortified bases. Good uses of elevated cover.
Bad Aspects:
- Mexican base being too open and exposed as opposed to the other base.
Suggestions:
- Republish it on the PS4 and set it to 30 players.
- Place concrete barriers around both team bases so that they don't get cluttered with Roosevelts. Place them on the edges of the alley-way and on the edges of the stairs at the mexican district making it so that people will have to enter the bases on foot.
- The mexican base is too open and too vulnerable. I'm assuming that you'll republish it on the PS4 so see if you can barricade and fill that area with props or blanket it as an interior. Have a giant barn built in the middle of it all with it being connected to the other wooden building using altruist fences. Make it more enclosed but also having it look realistic.
- Place a molotov pickup at each base so that when the outskirts of the bases get cluttered with Roosevelts you can burn them down to provide black smoldering fiery blockades.
- Place 2 mafia actors at each base with baseball bats to defend those bases from enemies. The mafia loves using baseball bats.
Panto-Pandemonium!!!! by Hasjburner (GTA)- Location based in the old part of Los Santos where it's theme fits the environment.
- Well played in Free Aim due to the use of Machine Guns hanging off the side of Roosevelts. We've had a good number of successful drive-by's. Sadly, this feature won't work in Auto Aim.
- Well located and fortified bases. Good uses of elevated cover.
Bad Aspects:
- Mexican base being too open and exposed as opposed to the other base.
Suggestions:
- Republish it on the PS4 and set it to 30 players.
- Place concrete barriers around both team bases so that they don't get cluttered with Roosevelts. Place them on the edges of the alley-way and on the edges of the stairs at the mexican district making it so that people will have to enter the bases on foot.
- The mexican base is too open and too vulnerable. I'm assuming that you'll republish it on the PS4 so see if you can barricade and fill that area with props or blanket it as an interior. Have a giant barn built in the middle of it all with it being connected to the other wooden building using altruist fences. Make it more enclosed but also having it look realistic.
- Place a molotov pickup at each base so that when the outskirts of the bases get cluttered with Roosevelts you can burn them down to provide black smoldering fiery blockades.
- Place 2 mafia actors at each base with baseball bats to defend those bases from enemies. The mafia loves using baseball bats.
{Review}Good Aspects:
- N/A
Bad Aspects:
- Uneven and jagged placed props.
- Flaw of capture vehicles falling to the ground.
- Flaw of making it a waste of time to run to the capture vehicle at the start where it's more useful to commit suicide and respawn in a plane.
- Imbalanced Weaponry.
- Overpowered grenade launcher.
- Badly placed sniper rifles. They're useless anyway due to the context of the job and the ground constantly shaking due to explosions.
- General lack of theme. A cluster of everything with random props, weapons and vehicles.
- Capture Vehicles being hot pink pantos. Childish.
- Unnecessary exclamation marks in title.
- Imbalanced concept where there's too many elements happening out of control in order to progress in the actual capture.
- Timer of 15 minutes and having it set to best of 2. Too much for this type of job.
Suggestions:
- In order to keep the original concept of this which is having to knock off vehicles being driven across bridges while dodging planes, there are two options that you can do. Option 1, you completely scrap the area that you've made this in and re-do it on-top of a water surface which would allow for the capture vehicles to respawn up there. Option 2 would be to keep the same location but set the Capture Score to either 1 or 2 Capture Vehicles to win and having the building have the maximum amount of Capture Vehicles so that if they fall down, they're gone and the fact that you don't need many.
- Reconstruct the entire route as it's too uneven and jagged.
- Reconstruct the building with the Capture Vehicles and make the ramps and stairs functional.
- Provide the building which houses the Capture Vehicles with a barricaded wall and roof so that the plane divers can only hit the Capture Vehicles while they're enroute.
- Change the vehicle to something more fitting. Establish a theme to begin with. For example: Rustic theme which would involve rusty props as barges and containers, Dusters as respawn vehicles and having rat trucks as the Capture Vehicles. Post-Apocalyptic theme in this case. Nothing Hot Pink.
- Remove the snipers and grenade launchers. Make the Forced Weapon a crowbar. Weapon Pickups would be Marksman Pistols. Place a small amount of them evenly spread out. About 3-5 on the whole map.
- Remove the Cargobob as it's unfitting and if you'll take my earlier advice, if it will either be Option 1 or Option 2, the Cargobob will be unnecessary.
- Bottom of the map having a Molotov pickup for suicide purposes if you fall down in a vehicle. Grenade pickups would be too devastating as suiciders would then use them for combat use.
- Make the Start Point a platform high up in the sky with parachutes, making it so that everyone's forced to sky-dive into battle otherwise people will abuse the Duster respawn and commit suicide as the match begins.
- Reduce the round timer to something short and set it to best of 2.
- The description could use a clearer explanation.
- N/A
Bad Aspects:
- Uneven and jagged placed props.
- Flaw of capture vehicles falling to the ground.
- Flaw of making it a waste of time to run to the capture vehicle at the start where it's more useful to commit suicide and respawn in a plane.
- Imbalanced Weaponry.
- Overpowered grenade launcher.
- Badly placed sniper rifles. They're useless anyway due to the context of the job and the ground constantly shaking due to explosions.
- General lack of theme. A cluster of everything with random props, weapons and vehicles.
- Capture Vehicles being hot pink pantos. Childish.
- Unnecessary exclamation marks in title.
- Imbalanced concept where there's too many elements happening out of control in order to progress in the actual capture.
- Timer of 15 minutes and having it set to best of 2. Too much for this type of job.
Suggestions:
- In order to keep the original concept of this which is having to knock off vehicles being driven across bridges while dodging planes, there are two options that you can do. Option 1, you completely scrap the area that you've made this in and re-do it on-top of a water surface which would allow for the capture vehicles to respawn up there. Option 2 would be to keep the same location but set the Capture Score to either 1 or 2 Capture Vehicles to win and having the building have the maximum amount of Capture Vehicles so that if they fall down, they're gone and the fact that you don't need many.
- Reconstruct the entire route as it's too uneven and jagged.
- Reconstruct the building with the Capture Vehicles and make the ramps and stairs functional.
- Provide the building which houses the Capture Vehicles with a barricaded wall and roof so that the plane divers can only hit the Capture Vehicles while they're enroute.
- Change the vehicle to something more fitting. Establish a theme to begin with. For example: Rustic theme which would involve rusty props as barges and containers, Dusters as respawn vehicles and having rat trucks as the Capture Vehicles. Post-Apocalyptic theme in this case. Nothing Hot Pink.
- Remove the snipers and grenade launchers. Make the Forced Weapon a crowbar. Weapon Pickups would be Marksman Pistols. Place a small amount of them evenly spread out. About 3-5 on the whole map.
- Remove the Cargobob as it's unfitting and if you'll take my earlier advice, if it will either be Option 1 or Option 2, the Cargobob will be unnecessary.
- Bottom of the map having a Molotov pickup for suicide purposes if you fall down in a vehicle. Grenade pickups would be too devastating as suiciders would then use them for combat use.
- Make the Start Point a platform high up in the sky with parachutes, making it so that everyone's forced to sky-dive into battle otherwise people will abuse the Duster respawn and commit suicide as the match begins.
- Reduce the round timer to something short and set it to best of 2.
- The description could use a clearer explanation.
EVENT #3 - Saturday 27th Of February 2016
KORTZ Plaza by Zex-Vortion (HOLD)
{Review}Good Aspects:
- Good use of an un-used area.
- Symmetry.
- Good flow of a 3 Team Battle.
Bad Aspects:
- Too open areas and odd looking prop placement.
Suggestions:
- Remove the minigun and RPG. Keep the Grenade Launcher and Proximity Mine as the power weapon.
- Place the Team 1 Capture Point inside the interior of the Kortz entrance.
- Add good spots to hold out. More interiors/enclosed areas.
- Make it so that one player can carry a maximum of 2 bags as opposed to 4.
Busted! Cartel Crackdown by atheistsw (CONTEND) MV- Good use of an un-used area.
- Symmetry.
- Good flow of a 3 Team Battle.
Bad Aspects:
- Too open areas and odd looking prop placement.
Suggestions:
- Remove the minigun and RPG. Keep the Grenade Launcher and Proximity Mine as the power weapon.
- Place the Team 1 Capture Point inside the interior of the Kortz entrance.
- Add good spots to hold out. More interiors/enclosed areas.
- Make it so that one player can carry a maximum of 2 bags as opposed to 4.
{Review}Good Aspects:
- Good use of the Medieval Vinewood Mansion.
- Purpose and story.
- Balanced weapon placement.
- Health Packs at the Mansion to negate the Actors.
- Well balanced addition of the Valkyries.
Bad Aspects:
- The Assault Rifles at the start aren't really needed.
- We played this in Free Aim which was great. In Auto Aim, it will be extremely easy to intercept drivers.
- The Respawn Areas are a bit too open. (Spawn-Killing)
Suggestions:
- Add more cover spots around the mansion such as the drive-way, stair sections (Make them enclosed) and terrace.
- The ramp placed at the south-east end of the house is ugly. Make it better.
- Make a small ammo shack near the Mansion. Somewhere that's not closer to either Respawn Point. A place where you can restock.
A Hole In The Hotel by Frezyys (HOLD)- Good use of the Medieval Vinewood Mansion.
- Purpose and story.
- Balanced weapon placement.
- Health Packs at the Mansion to negate the Actors.
- Well balanced addition of the Valkyries.
Bad Aspects:
- The Assault Rifles at the start aren't really needed.
- We played this in Free Aim which was great. In Auto Aim, it will be extremely easy to intercept drivers.
- The Respawn Areas are a bit too open. (Spawn-Killing)
Suggestions:
- Add more cover spots around the mansion such as the drive-way, stair sections (Make them enclosed) and terrace.
- The ramp placed at the south-east end of the house is ugly. Make it better.
- Make a small ammo shack near the Mansion. Somewhere that's not closer to either Respawn Point. A place where you can restock.
{Review}Good Aspects:
- Weapon Balancing.
- Well orchestrated construction theme.
- The advantage of stealing a cement truck to use as a blockade at the Capture Base.
Bad Aspects:
- The Capture Bases are too open and exposed. While the sniper towers are nice, they provide no function especially with regular Sniper Rifles.
- Will probably be irritating in Auto Aim due to the requirement of driving.
Suggestions:
- The actual Richman Hotel has no involvement. Place the bags around the pool area and make people use the interior tunnels.
- Reposition the Capture Points into unique, more enclosed areas with defense-friendly setups.
- Set the Respawn Vehicle to none so that the players have to use the limited vehicles that they have.
- Make the route in-between more engaging and possibly set the Respawn to where the player died last. I can imagine players getting annoyed in Auto Aim as it would only take one person standing on the road taking people out as they would keep respawning too far back and having to drive all the way only to get killed midway.
TeamWorkMakesDreamsWork 2 by TW0_SiX-87 (CONTEND)- Weapon Balancing.
- Well orchestrated construction theme.
- The advantage of stealing a cement truck to use as a blockade at the Capture Base.
Bad Aspects:
- The Capture Bases are too open and exposed. While the sniper towers are nice, they provide no function especially with regular Sniper Rifles.
- Will probably be irritating in Auto Aim due to the requirement of driving.
Suggestions:
- The actual Richman Hotel has no involvement. Place the bags around the pool area and make people use the interior tunnels.
- Reposition the Capture Points into unique, more enclosed areas with defense-friendly setups.
- Set the Respawn Vehicle to none so that the players have to use the limited vehicles that they have.
- Make the route in-between more engaging and possibly set the Respawn to where the player died last. I can imagine players getting annoyed in Auto Aim as it would only take one person standing on the road taking people out as they would keep respawning too far back and having to drive all the way only to get killed midway.
{Review}Good Aspects:
- Chase Sequences.
- PvP / PvE engagement but the Actors make it near impossible. Read below.
Bad Aspects:
- You placed 2 Actors at each bag with high accuracy, unlimited respawns and because they're set to aggressive and being part of the Cops Category, they also give Wanted Levels. Set different category-based actors, reduce their accuracy and give them limited respawns.
- The routes heading to Chumash can easily be cheated by avoiding the roads and driving over mountains. Add blockades around the roads to prevent that.
- Badly structured Capture Points. Make them more enclosed and defended by Actors. Make it so that players must step out of their vehicles to deliver the bags.
Suggestions:
- Set the Wanted Level to 2 stars if it already isn't.
- Set the Forced Weapon to an SMG that's usable in a vehicle and add SMG pickups at each bag placed area.
- At the start, you're given vans yet the respawn vehicles are Massacros. Either make the respawn vehicles on-par with Vans or the starting vehicles on-par with Massacros. Dying shouldn't be an advantage.
- Chase Sequences.
- PvP / PvE engagement but the Actors make it near impossible. Read below.
Bad Aspects:
- You placed 2 Actors at each bag with high accuracy, unlimited respawns and because they're set to aggressive and being part of the Cops Category, they also give Wanted Levels. Set different category-based actors, reduce their accuracy and give them limited respawns.
- The routes heading to Chumash can easily be cheated by avoiding the roads and driving over mountains. Add blockades around the roads to prevent that.
- Badly structured Capture Points. Make them more enclosed and defended by Actors. Make it so that players must step out of their vehicles to deliver the bags.
Suggestions:
- Set the Wanted Level to 2 stars if it already isn't.
- Set the Forced Weapon to an SMG that's usable in a vehicle and add SMG pickups at each bag placed area.
- At the start, you're given vans yet the respawn vehicles are Massacros. Either make the respawn vehicles on-par with Vans or the starting vehicles on-par with Massacros. Dying shouldn't be an advantage.
Bloodball by TacoBane (CONTEND)
{Review}Good Aspects:
- Well located area with well constructed cover.
- Classic Capture The Flag mode.
- Intense Free Aim Action.
Bad Aspects:
- Non-functional in Auto Aim.
- The containers are climbable.
- The Actors don't really look fitting. They cower and don't provide much aesthetic factor.
Suggestions:
- Too many Air Tugs. I recommend reducing them.
- Set the initial game mode to Raid if you're planning on making sequels.
- Set the power weapon to a Combat MG or MG. Having the Assault Rifle gives the user too much of an advantage having a permanent power weapon.
- If you have props left, use the generator light to brighten a few areas, giving it a more stadium feel.
EVENT #5 - Saturday 12th Of March 2016- Well located area with well constructed cover.
- Classic Capture The Flag mode.
- Intense Free Aim Action.
Bad Aspects:
- Non-functional in Auto Aim.
- The containers are climbable.
- The Actors don't really look fitting. They cower and don't provide much aesthetic factor.
Suggestions:
- Too many Air Tugs. I recommend reducing them.
- Set the initial game mode to Raid if you're planning on making sequels.
- Set the power weapon to a Combat MG or MG. Having the Assault Rifle gives the user too much of an advantage having a permanent power weapon.
- If you have props left, use the generator light to brighten a few areas, giving it a more stadium feel.
Hotwire! - Downtown by atheistsw (GTA)
{Review}Good Aspects:
- A fantastic example if not the best example I've seen recreated so far as to how Freemode SHOULD have been like.
- Good recreation and overall well atmosphered with it's settings and vehicles.
- Balanced Weaponry. The Grenade Launcher is especially deadly when you're standing on-top of a moving Mule truck but of course you're entirely exposed doing so.
- Multiple choices of playing. Be it, stealing cars, stopping the enemies or flying the Valkyrie.
- 15 Minutes which is good. A Capture like this needs more time as it's immersive.
- Fun locations made for the Capture Vehicles.
Bad Aspects:
- Auto Aim being an overpowered ambush mechanic.
- Lack of road blocks make it so that when a player enters a vehicle and drives off, his pursuers won't have much of a chance of stopping him as he has it straight and open. There should be challenging blockades, chicanes or tight areas to go through to give the pursuer a chance if the runner makes a mistake.
Suggestions:
- Where you placed the Lectro, take advantage of the area and place it inside the garage that opens there. You could easily remove or reposition the cabins you placed there to make that possible.
- The Micro SMG is the Forced Weapon which is the highest ammo capacity weapon to be used in vehicles. I saw AP pistol pickups. Now, remove the AP pistol ones and replace them with SMG weapon pickups. Instead of having 3 health packs per base, make it 2 + 1 body armor. The SMG shares the same ammo type as the Micro SMG but holds more ammo. You should add and more weapon bundle pickup locations.
- Maybe add a few roadblocks and choke points at some parts of the roads. You can probably tell which general road most teams will use to go to their base, like the bridge over the highway near the shopping mall.
- Playing with Dynamics, maybe you could make certain road blocks where the enemy team can block the main road using vehicles or dynamic props to ambush the enemy. Make sure it looks realistic (Construction site or police road block) I'm sure you have plenty of props to spare.
- The stand off area seems off. Recommendation. Add the Starting Points inside the mid-section of the Mile High Club. Where you have to follow the Architect in single player. The big construction interior in the middle which would make the showdown more intense. Add about 2 Parachute Pickups in the middle of the interior so that the survivors can have the advantage of parachutting to the cars.
Cracking the Safe House by RODO77 (HOLD) MV- A fantastic example if not the best example I've seen recreated so far as to how Freemode SHOULD have been like.
- Good recreation and overall well atmosphered with it's settings and vehicles.
- Balanced Weaponry. The Grenade Launcher is especially deadly when you're standing on-top of a moving Mule truck but of course you're entirely exposed doing so.
- Multiple choices of playing. Be it, stealing cars, stopping the enemies or flying the Valkyrie.
- 15 Minutes which is good. A Capture like this needs more time as it's immersive.
- Fun locations made for the Capture Vehicles.
Bad Aspects:
- Auto Aim being an overpowered ambush mechanic.
- Lack of road blocks make it so that when a player enters a vehicle and drives off, his pursuers won't have much of a chance of stopping him as he has it straight and open. There should be challenging blockades, chicanes or tight areas to go through to give the pursuer a chance if the runner makes a mistake.
Suggestions:
- Where you placed the Lectro, take advantage of the area and place it inside the garage that opens there. You could easily remove or reposition the cabins you placed there to make that possible.
- The Micro SMG is the Forced Weapon which is the highest ammo capacity weapon to be used in vehicles. I saw AP pistol pickups. Now, remove the AP pistol ones and replace them with SMG weapon pickups. Instead of having 3 health packs per base, make it 2 + 1 body armor. The SMG shares the same ammo type as the Micro SMG but holds more ammo. You should add and more weapon bundle pickup locations.
- Maybe add a few roadblocks and choke points at some parts of the roads. You can probably tell which general road most teams will use to go to their base, like the bridge over the highway near the shopping mall.
- Playing with Dynamics, maybe you could make certain road blocks where the enemy team can block the main road using vehicles or dynamic props to ambush the enemy. Make sure it looks realistic (Construction site or police road block) I'm sure you have plenty of props to spare.
- The stand off area seems off. Recommendation. Add the Starting Points inside the mid-section of the Mile High Club. Where you have to follow the Architect in single player. The big construction interior in the middle which would make the showdown more intense. Add about 2 Parachute Pickups in the middle of the interior so that the survivors can have the advantage of parachutting to the cars.
{Review}Good Aspects:
- Good Location for a Conquest styled map. (I actually have a half-done Conquest map there myself but I never got to finish it.)
- The array of weapons and vehicles is fitting.
- One of the exit routes allows you to parachute off the roof and land onto a boat. Well thought.
- Variety of freedom as to how you'd like this to be played.
- Realistic base setting.
- Having to defend an actual person.
Bad Aspects:
- Despite being most voted, there are A LOT of details that need work done to them. We'll do it via SharePlay.
- The map itself requires significant work to reach the potential I see in it.
- The destructible door mechanism is made obsolete in the way it's being used.
Suggestions:
- The Objective Text should list the full names of the word Team. T1/T2 wouldn't be recognizable for randoms I reckon. Try for example: ''Team 1: Defend The Case. Team 2: Steal The Case.''
- The propping requires a lot of smoothening, camoflouging and simplistic tunneling applied to it. Currently it's too open and made confusing on how to approach it.
- Defenders Start Points should be split up. Too many people begin at the area where they are now which takes a while for everyone to use the ladders.
- The initial approach via the train carriage ramp looks far too alpha.
- There should be barricades surrounding the attacker entrances so that vehicles don't get too cluttered at the ramp.
- As I said, the concept is good yet requires significant work. I'll keep in touch for that SharePlay session.
- Good Location for a Conquest styled map. (I actually have a half-done Conquest map there myself but I never got to finish it.)
- The array of weapons and vehicles is fitting.
- One of the exit routes allows you to parachute off the roof and land onto a boat. Well thought.
- Variety of freedom as to how you'd like this to be played.
- Realistic base setting.
- Having to defend an actual person.
Bad Aspects:
- Despite being most voted, there are A LOT of details that need work done to them. We'll do it via SharePlay.
- The map itself requires significant work to reach the potential I see in it.
- The destructible door mechanism is made obsolete in the way it's being used.
Suggestions:
- The Objective Text should list the full names of the word Team. T1/T2 wouldn't be recognizable for randoms I reckon. Try for example: ''Team 1: Defend The Case. Team 2: Steal The Case.''
- The propping requires a lot of smoothening, camoflouging and simplistic tunneling applied to it. Currently it's too open and made confusing on how to approach it.
- Defenders Start Points should be split up. Too many people begin at the area where they are now which takes a while for everyone to use the ladders.
- The initial approach via the train carriage ramp looks far too alpha.
- There should be barricades surrounding the attacker entrances so that vehicles don't get too cluttered at the ramp.
- As I said, the concept is good yet requires significant work. I'll keep in touch for that SharePlay session.
{Review}Good Aspects:
- Random vehicles spread along the route towards the capture point for easy access. It's well thought but I recommend reading what I suggested below and apply the same effect to them. Make the cars random, fitting and parked as if they naturally spawned.
- Arcade styled fighting grounds.
- Original concept.
- Weapon choices and general setting.
- Smooth propping.
- Made by a Finn.
Bad Aspects:
- Exploitable in Auto Aim. (Parachutting towards someone = instant death)
- Repetitive vehicle placement.
Suggestions:
- Reading the description and playing the actual job more than once, I would re-do the description and change the actors. It's hardly governmental. It's too easy for that. I recommend changing the actors to construction workers and removing the Buzzards. It looks more suited to be a cover up for drug trafficking. Armed criminals dressed as construction workers managing product transportation until it gets interrupted by 2 rival gangs with an affinity for sky diving.
- If you choose to change the theme, I would recommend removing the Stirlings and instead adding a variety of vehicles you'd find at the Docks to be naturally parked and spread out around the vicinity. The thing is, when you have the bag, you just run out and you have a row of cars. They should be randomized and spread out across the parking lots. Like a Phantom truck, Rhapsody, Vader, Stirling etc. Right now, the action only happens in the built in area. With this, it would add a car hunting aspect to lengthen it.
- The escape gates are on the east and west. Yet the only way out of the docks is to the west making the east gate more time consuming if you choose to use it. When you're going to be re-positioning the spread out cars, place the more faster ones on the east side of the docks, giving incentive to use that gate.
- The end-bases look unnatural. I would recommend repositioning them into interios. The one to the west can be inside the Pacific Allied Shipyard. (The big interior that's next to it. See: Rezylo Arena: Crossfire) The north-east base can be in the Fridgit Warehouse.
- If you have spare actors, place some of them in vehicles with micro SMGS on the route towards the capture point to make them chase down who-ever passes them.
- I don't think that the yellow airport lights help at all. Deleting them would save space for more props. If you're going to also do the capture points as interiors, you should use all those spare props to fill the combat area more. It's a bit too open.
EVENT #6 - Saturday 26th of March 2016- Random vehicles spread along the route towards the capture point for easy access. It's well thought but I recommend reading what I suggested below and apply the same effect to them. Make the cars random, fitting and parked as if they naturally spawned.
- Arcade styled fighting grounds.
- Original concept.
- Weapon choices and general setting.
- Smooth propping.
- Made by a Finn.
Bad Aspects:
- Exploitable in Auto Aim. (Parachutting towards someone = instant death)
- Repetitive vehicle placement.
Suggestions:
- Reading the description and playing the actual job more than once, I would re-do the description and change the actors. It's hardly governmental. It's too easy for that. I recommend changing the actors to construction workers and removing the Buzzards. It looks more suited to be a cover up for drug trafficking. Armed criminals dressed as construction workers managing product transportation until it gets interrupted by 2 rival gangs with an affinity for sky diving.
- If you choose to change the theme, I would recommend removing the Stirlings and instead adding a variety of vehicles you'd find at the Docks to be naturally parked and spread out around the vicinity. The thing is, when you have the bag, you just run out and you have a row of cars. They should be randomized and spread out across the parking lots. Like a Phantom truck, Rhapsody, Vader, Stirling etc. Right now, the action only happens in the built in area. With this, it would add a car hunting aspect to lengthen it.
- The escape gates are on the east and west. Yet the only way out of the docks is to the west making the east gate more time consuming if you choose to use it. When you're going to be re-positioning the spread out cars, place the more faster ones on the east side of the docks, giving incentive to use that gate.
- The end-bases look unnatural. I would recommend repositioning them into interios. The one to the west can be inside the Pacific Allied Shipyard. (The big interior that's next to it. See: Rezylo Arena: Crossfire) The north-east base can be in the Fridgit Warehouse.
- If you have spare actors, place some of them in vehicles with micro SMGS on the route towards the capture point to make them chase down who-ever passes them.
- I don't think that the yellow airport lights help at all. Deleting them would save space for more props. If you're going to also do the capture points as interiors, you should use all those spare props to fill the combat area more. It's a bit too open.
Hold: Merry-Go-Shoot PS4 by ajm_agrajag (HOLD)
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Anablephobia by ManOfFire (GTA)-
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Ship of Fools (HOLD) by RODO77 (HOLD)-
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EVENT #7 - Saturday 9th of April 2016-
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+Party Crashers+ by HiddenSaint27 (HOLD)
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Contend: Movie Mobsters by ajm_agrajag (CONTEND)-
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Sanctuary by atheistsw (CONTEND)-
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Hold: Scrap That PS4 by ajm_agrajag (HOLD)
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Drop Work by stronktank (HOLD)
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SHOCK BALL by Rukus87 (CONTEND)
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