Post by mistermondeller on Oct 16, 2017 10:42:05 GMT
CYBI II - The comments
CANDYLAND: Simple race through a well constructed and thorough concept. Bumps and jumps to make the noises pop!
The more the better, but still fun to play with just a few.
FACILITY C: Great build, and amazing placement of props. You can follow the storyline here. Maybe some guns are too much,
i'ld prefer melee to simple pistol. It's big enough to run from.. and open enough to find your way (eventually).
These story jobs get better with the plays, so definitely up for a next time. Good choice of vehicles.
J.W. GACY CIRCUS: If not for the tent, the job would be made, so i'm glad that worked out.
Funny unexpected, if all bicylces get delivered, the extras spawn outside the tent, along with the murdered
clowns, wich makes it a bit more challenging to get back inside.
Only thing i might change, is put the exit/entrance in the middle of the delivery points, iso the middle of
the piste entrances/exits.
I don't want it to be harder to deliver the bikes, that's why it's on 7. Fast 'n fun..
RED NOSE FREAKS 2: Nice colorful build, the clown van really comes to it's use here with the bumps 'n jumps.
I think the GTA mode wasn't necessary to improve game play. The left hander after the purple
tube may need more attention, OR another camera angle when jumping out of the tube..
It's not too long, but 3 laps was too much. The challenge is set at the right amount.
Very nice look from the top, when the track pieces are lit up. (a clown face in the middle
would've scored extra points ;-))
As far as concept/theme goes, i give the advantage to the Candy race.
RPG CODE: The choatic start makes one forget where we began/spawned, wich disorients the player (too much).
Because it's hard to stipulate one certain "entrance" point, it's very easy to miss the whole area
when coming back/parachuting in... (prop colors/use)
The RPG takes away from gameplay and attention to the actual job/course/traject, i think it would be
much more fun and interesting with smaller weapons, especially in the narrow parts. And more time will
be awarded to actually finding your way.
Once inside, the signage is great. But many never got to see eather the packages, or the delivery bases.
Darkness didn't help there, but all would be more obvious if there's no RPG's.
I liked the intricate design of it, but seeing Facility C had the same value, i give it to Scotch.
UNFAIRGROUND: Great title! Sweet spot layout, the only one on the fairground. Vehicle choice is good, and the
storyline is balanced between silly and reality, wich is a good aim. Maybe the clowns could've
been more agressive, or weaponized? Easy/simple job wich is good for game play.
Too bad the respawning got ff-ed and gives the murdered players a big disadvantage, although
it was very funny to look for died team mates in an almost empty city...
I think it's a bit of a pitty that some people are very familiar with certain jobs, wich, IF teams are put
together, it can lead to a crazy giant advantage for those that "practiced" before the list was up.
I suggest that jobs would only be submitted a day before, or on the same day. And maybe even "forbid" players
to test it over and over with other competitors in the comp.
This would normalize the game-play, and simulate "random"/first time players better.
OVERALL: Amazing results!!! Super awesome to be a part of, and great fun!
I surely hope we can inspire others to join next time.
We all thought that it would be a 'clown captures' VS 'clown van races' thing, but it turned out to have
much more variation, wich is great for comparing, and sparks of inspiration!
These challenging competitions show how hard it is to put down a solid concept, with the perfect amount of
balance in game play and storyline.
SUPER THANKS TO EVERY PARTICIPANTS!!! And ofcourse to our Sleepwalking host!
Can't w8 4 the next one!
CANDYLAND: Simple race through a well constructed and thorough concept. Bumps and jumps to make the noises pop!
The more the better, but still fun to play with just a few.
FACILITY C: Great build, and amazing placement of props. You can follow the storyline here. Maybe some guns are too much,
i'ld prefer melee to simple pistol. It's big enough to run from.. and open enough to find your way (eventually).
These story jobs get better with the plays, so definitely up for a next time. Good choice of vehicles.
J.W. GACY CIRCUS: If not for the tent, the job would be made, so i'm glad that worked out.
Funny unexpected, if all bicylces get delivered, the extras spawn outside the tent, along with the murdered
clowns, wich makes it a bit more challenging to get back inside.
Only thing i might change, is put the exit/entrance in the middle of the delivery points, iso the middle of
the piste entrances/exits.
I don't want it to be harder to deliver the bikes, that's why it's on 7. Fast 'n fun..
RED NOSE FREAKS 2: Nice colorful build, the clown van really comes to it's use here with the bumps 'n jumps.
I think the GTA mode wasn't necessary to improve game play. The left hander after the purple
tube may need more attention, OR another camera angle when jumping out of the tube..
It's not too long, but 3 laps was too much. The challenge is set at the right amount.
Very nice look from the top, when the track pieces are lit up. (a clown face in the middle
would've scored extra points ;-))
As far as concept/theme goes, i give the advantage to the Candy race.
RPG CODE: The choatic start makes one forget where we began/spawned, wich disorients the player (too much).
Because it's hard to stipulate one certain "entrance" point, it's very easy to miss the whole area
when coming back/parachuting in... (prop colors/use)
The RPG takes away from gameplay and attention to the actual job/course/traject, i think it would be
much more fun and interesting with smaller weapons, especially in the narrow parts. And more time will
be awarded to actually finding your way.
Once inside, the signage is great. But many never got to see eather the packages, or the delivery bases.
Darkness didn't help there, but all would be more obvious if there's no RPG's.
I liked the intricate design of it, but seeing Facility C had the same value, i give it to Scotch.
UNFAIRGROUND: Great title! Sweet spot layout, the only one on the fairground. Vehicle choice is good, and the
storyline is balanced between silly and reality, wich is a good aim. Maybe the clowns could've
been more agressive, or weaponized? Easy/simple job wich is good for game play.
Too bad the respawning got ff-ed and gives the murdered players a big disadvantage, although
it was very funny to look for died team mates in an almost empty city...
I think it's a bit of a pitty that some people are very familiar with certain jobs, wich, IF teams are put
together, it can lead to a crazy giant advantage for those that "practiced" before the list was up.
I suggest that jobs would only be submitted a day before, or on the same day. And maybe even "forbid" players
to test it over and over with other competitors in the comp.
This would normalize the game-play, and simulate "random"/first time players better.
OVERALL: Amazing results!!! Super awesome to be a part of, and great fun!
I surely hope we can inspire others to join next time.
We all thought that it would be a 'clown captures' VS 'clown van races' thing, but it turned out to have
much more variation, wich is great for comparing, and sparks of inspiration!
These challenging competitions show how hard it is to put down a solid concept, with the perfect amount of
balance in game play and storyline.
SUPER THANKS TO EVERY PARTICIPANTS!!! And ofcourse to our Sleepwalking host!
Can't w8 4 the next one!
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