Blog: Larsons weekly reviews [PS4]
May 24, 2016 18:27:32 GMT
agrajag, stronktank, and 9 more like this
Post by larson on May 24, 2016 18:27:32 GMT
I started to do weekly recommendations on a small GTAO forum. The audience is not necessarly into creating. That's why I keep the style a little more generic. The selected jobs will be jobs I like very much, so the ratings will always be good. I'd like to share the reviews here too.
Please let me know if it is not okay to post it here and there, if anything is wrong with the style, format or whatever. I might write reviews for jobs that are not created by GCCC members or affiliates in the future. In case this is not allowed here, please let me know this as well and I will only post GCCC related recommendations here.
Job of the Week 21/2016: [Turf Wars] Badlands II by Zorvaine
Type: Capture Hold
Players: 2 - 30
Teams: 2
Description: PS4. Type: Advanced. In order to win, Lay waste and reclaim this war forsaken land.
Review:
Two teams fight over the control of the warehouse (recycling center) near the Thompson scrapyard in Blaine County. Simple. Well, it would be way more simple if had implemented a Turf War mode to the game. Fortunately they haven't (at least none without parachuting), and left it to the capture creator community or more specifically to the reputable creator, Rezylo and GCCC member Zorvaine , to provide us with one of the best jobs I've ever played in GTA Online.
The best way to show how brilliant this job is, is to compare it with what would have done. But mandatory information first: Both teams start a bit away from the warehouse, in which both bases are placed next to each other. The target score is two, one objective is unobtainable though. So the winner is whoever has the package inside their base when the timer runs out. The obtainable objective is originally in a Titan, but this Titan will crash right into the plane scrapyard.
This fits perfectly - and would probably just have placed it on the ground or simply used a yellow circle in the middle of the warehouse. That's only one of the countless little details this map offers that you might not notice when you play it for the first time. Zorvaine 's prop placement literally merges with the original map. He added an additional level to the main room, accessable through a side entrance and the very smart use of holes in the original roof. On the other side of the warehouse an entire room was added, in which the Technical's turreted gun can be used to hold off your enemies through a small windows. These consist not only of the other team. Well-balanced actors prevent you from camping too long and ensure that you have to fight over the turf control all the time. They add the spice Drop Zone sometimes lacks off. The brilliance of prop placement does not end inside the warehouse. Archways and towers built with wrecked busses and also containers will provide you with cover while you attempt to (re)gain control of the warehouse.
Or you might use a different strategy: Get one of the Enduros for a quick approach or go for the heavy sniper (one per team) to replace your starting weapon, the very suitable compact rifle. The snipers are not simply placed on the ground though, another thing probably would have done. Inside the warehouse you may or not may have the time to grab a marksmen pistol, which can either be handy for an ambush or an assault. The basic selection and placement of weapons fits just perfect for the map.
Someone could think that the first minutes of the 8 minutes per round-match are redundant due to the fact that only the last second actually counts. But instead of being a big flaw, at least in this case, it makes a decisive difference to Drop Zone and even adds more tactical options and fun. You will have to fight all the time anyway and if you speculate on a last second win, you might not succeed since the team in control is already well prepared for your assault. The last minute will always be intense and depending on how you did in the first 7 minutes you can have a big advantage. Also, if for some reason no team has delivered the objective at the end, all kills from the beginning of the round will be taken into account.
The job has two tiny flaws: while the team on the eastside can easily run through a body armor pickups on their way in, the westside team usually gets respawned in front of the body armor pickups. However, their distance to the warehouse is a little bit shorter, so turning around and picking up the armor makes it equal again. As a westside team member you also sometimes might clip into a floating platform for a second.
Tiny issues. Not enough for a deduction of points. I used to rate jobs in my mind and none had a higher rating than 9 ever, including all created jobs. This is the first 10/10. In all aspects. The prop placement is outstanding and playing the job is simply pure fun. I could play it everyday and set it to four rounds each time. It easily replaced the Drop Zone maps as my personal favorite 2016. It's basically the best adversary mode never made.
I recommend playing it in free-aim with a bunch of players, although I'm absolutely not used to FA. Surprisingly it works well in smaller groups on assisted aim too. The video playthrough is a 3vs3 battle on AA. You also might want to switch to gamechat, because it can come to a point where you really want to coordinate your attack without sharing your plan with the other team.
Note: The job has 58 plays and 10 likes at the moment. I can only recommend to change that asap by bookmarking it on Social Club and firing it up.
Rating: 10/10
Video
Please let me know if it is not okay to post it here and there, if anything is wrong with the style, format or whatever. I might write reviews for jobs that are not created by GCCC members or affiliates in the future. In case this is not allowed here, please let me know this as well and I will only post GCCC related recommendations here.
Job of the Week 21/2016: [Turf Wars] Badlands II by Zorvaine
Type: Capture Hold
Players: 2 - 30
Teams: 2
Description: PS4. Type: Advanced. In order to win, Lay waste and reclaim this war forsaken land.
Review:
Two teams fight over the control of the warehouse (recycling center) near the Thompson scrapyard in Blaine County. Simple. Well, it would be way more simple if had implemented a Turf War mode to the game. Fortunately they haven't (at least none without parachuting), and left it to the capture creator community or more specifically to the reputable creator, Rezylo and GCCC member Zorvaine , to provide us with one of the best jobs I've ever played in GTA Online.
The best way to show how brilliant this job is, is to compare it with what would have done. But mandatory information first: Both teams start a bit away from the warehouse, in which both bases are placed next to each other. The target score is two, one objective is unobtainable though. So the winner is whoever has the package inside their base when the timer runs out. The obtainable objective is originally in a Titan, but this Titan will crash right into the plane scrapyard.
This fits perfectly - and would probably just have placed it on the ground or simply used a yellow circle in the middle of the warehouse. That's only one of the countless little details this map offers that you might not notice when you play it for the first time. Zorvaine 's prop placement literally merges with the original map. He added an additional level to the main room, accessable through a side entrance and the very smart use of holes in the original roof. On the other side of the warehouse an entire room was added, in which the Technical's turreted gun can be used to hold off your enemies through a small windows. These consist not only of the other team. Well-balanced actors prevent you from camping too long and ensure that you have to fight over the turf control all the time. They add the spice Drop Zone sometimes lacks off. The brilliance of prop placement does not end inside the warehouse. Archways and towers built with wrecked busses and also containers will provide you with cover while you attempt to (re)gain control of the warehouse.
Or you might use a different strategy: Get one of the Enduros for a quick approach or go for the heavy sniper (one per team) to replace your starting weapon, the very suitable compact rifle. The snipers are not simply placed on the ground though, another thing probably would have done. Inside the warehouse you may or not may have the time to grab a marksmen pistol, which can either be handy for an ambush or an assault. The basic selection and placement of weapons fits just perfect for the map.
Someone could think that the first minutes of the 8 minutes per round-match are redundant due to the fact that only the last second actually counts. But instead of being a big flaw, at least in this case, it makes a decisive difference to Drop Zone and even adds more tactical options and fun. You will have to fight all the time anyway and if you speculate on a last second win, you might not succeed since the team in control is already well prepared for your assault. The last minute will always be intense and depending on how you did in the first 7 minutes you can have a big advantage. Also, if for some reason no team has delivered the objective at the end, all kills from the beginning of the round will be taken into account.
The job has two tiny flaws: while the team on the eastside can easily run through a body armor pickups on their way in, the westside team usually gets respawned in front of the body armor pickups. However, their distance to the warehouse is a little bit shorter, so turning around and picking up the armor makes it equal again. As a westside team member you also sometimes might clip into a floating platform for a second.
Tiny issues. Not enough for a deduction of points. I used to rate jobs in my mind and none had a higher rating than 9 ever, including all created jobs. This is the first 10/10. In all aspects. The prop placement is outstanding and playing the job is simply pure fun. I could play it everyday and set it to four rounds each time. It easily replaced the Drop Zone maps as my personal favorite 2016. It's basically the best adversary mode never made.
I recommend playing it in free-aim with a bunch of players, although I'm absolutely not used to FA. Surprisingly it works well in smaller groups on assisted aim too. The video playthrough is a 3vs3 battle on AA. You also might want to switch to gamechat, because it can come to a point where you really want to coordinate your attack without sharing your plan with the other team.
Note: The job has 58 plays and 10 likes at the moment. I can only recommend to change that asap by bookmarking it on Social Club and firing it up.
Rating: 10/10
Video
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