Post by Y2J_2264 on Jul 22, 2015 0:19:57 GMT
With the new forum up I've decided to move my old PS4 review list (that hasn't been updated in 3 MONTHS) to the new site. I'll just copy and paste all of the old info to keep the history (job reviews, people's discussions etc.) and revive the list to give my feedback on people's jobs.
This review list is for jobs I've played that have blown me away, and to give feedback on stuff I think could be improved. Mainly what's played in official GCCC events. I'm mainly a pure racer, but I like captures and deathmatches too and I'm open to all the sub-genres that are out there.
REVIEWS FROM THE OLD FORUM;
#1: Damned Arena: Be Mythical by Zorvaine
An incredible fast paced deathmatch. It keeps you on your toes for the entire ten minutes and the action never lets up. Great prop placement making the arena and the upper level which is surprisingly hard to get to. That’s what makes this DM great, there’s no rest for the weary. By the time it was over both team’s scores had tipped over 100. Great balance, excellent deathmatch.
#2: Donkey Kong Deathmatch by SmootheJohnny
A great GTA take on the Nintendo classic. A very unique arena where climbing is your best chance at not getting killed, at least in my experience. The pace of this is quick as Sawn-off shotguns and AP Pistols are whats at your disposal. Good prop placement to make the slanted platforms. Good deathmatch.
#3: Shes so Tricky by ImA_BarbieGrl23
Great location and good balance. Props are placed in convenient places and there’s not much spawn killing at all. The grenades freshen up the combat really well.
#4: Dead End Job by Stronktank
Brilliant deathmatch by stronktank. The location is great for sniping duels given the one long line of cover provided by the train carriages. Superb job.
#5: Pot Pursuit: Paleto Push by TwoSix1987
Time limit here is set to 20 mins. Don’t feel that it’s necessary. We start off at a gas station with a two star wanted level. The chase is on. I get to the farm where the capture objects are being held. The actors here are a tad overpowered, add in the fact that you respawn in buzzards which led to some spawn killing and it drags on for a bit. With more players the pace would have definitely have picked up.
Despite some spawn killing, the war on the highway of getting the objects to your base was epic! Some teamwork and quick wit is needed here to escape the destruction on a car passing through the highway and you’re golden. My team had no points at the end of it, but it was an epic chase consisting of Buzzards, parachuting and explosions. Overall a great capture, what I would change is the actors at the base. Give them less powerful weapons, instead of sniper rifles and rocket launchers just some basic assault rifles. And set the respawn limit to to about three or four times maybe. Great capture.
#6: Dockface by CynicalBody69
Terrible. I don’t want to sound too mean about this one but there’s just nothing good I can say about this race. The wallride is almost impossible to do, even on an Entity. A lot of dodgy jumps sending you crashing. No clear route in a lot of places. Stunt races are only good if they’re made properly. Overall a lot of noobish prop placement and a failed gimmick. It dragged on for 13 minutes and there was even the thought among other players of me restarting the playlist from the the job after this one because we thought we weren’t going to be able to finish it. The general consensus among the players in the lobby was that this was bad.
#7: NG-CODE NAME (nice guys)by GTA5_MR_NICE_GUY
The scene is set for a tense battle here, team one starts on a beach near Paleto Bay. We take to the skies like marines on a suicide mission and head to the Altruist camp site. The goal for team one here is to get a good vantage point to eliminate the opponents. On round one I parachuted down to the hillside ready to unleash hell and bam. Some12hates snipes me. Oh well. There’s always round two. Team two won this round. On round two we anticipated them going to the vantage point on the steep hillside and nuked their advantage. Round two to us. Round three came down to a two on two battle on the steep hillside. joris-heurter was hard to get but I capped him in the end.
Overall an awesome LTS. Makes use of a huge 240m play area really well. The balance is spot on, good work.
#8: Compound Interest by atheistsw
We’re split into four teams here. There’s one capture object to get in a fort made of props. The chase here has you respawning in Futo’s with SMG’s and it’s been made almost pitch perfect. No hassle with spawn killings, just a great chase. Overall a good concept that’s executed really well when played. Good job.
#9: $-Chutes And Adders by Seineone1
Got the chance to play this on cars now. It uses some kind of glitch/bug to lock you to your custom Adder if you have one. I don’t so it put me onto my custom Turismo. 1st lap was okay for me, the ‘chute’ made of empty green containers actually works, it’s the highlight of this race. Some ramps after this didn’t send to the checkpoint properly though. Overall good race.
#10: Zilla island arcade ED by mikezilla2
This capture has a bit of an identity crisis. The concept is executed fairly enough, the bridges are made outstandingly well, but my experience playing this was marred with spawn killing and the like. Choice of vehicle is questionable in my opinion. Maybe remove weapons and make it into a ram fest? Respawn boat needs to be changed to something more fast and manuverable. Props should be added to the base of the island make getting onto it more easy. If you don’t want to make it into a ram fest may I suggest putting weak actors on each island with unlimited respawns to neutralize camping?
Overall it was enjoyable enough, some changes need to be made to it.
#11: Toy Soldiers by Stronktank
A short and sweet deathmatch. Makes use if prop glitching to make a unique battle arena. I have to ask how the hell do you make props go sideways like that? (EDIT: I know how to now!)
#12: NG-GO-KART by GTA5_MR_NICE_GUY
A different kind of go kart race I’m used to. You go up a slant of ramps onto this parking lot rooftop and take the hairpins made of corrugated cabins. That’s what caught my attention in this one. Good race.
Discussions from old forum;
mikezilla2:
''cheers for the feedback joe:) how ever i did add weak actors to the islands just the other day , i made the boats slower because i didn’t want them plunging on to the island and hitting everything and yea really didn’t want it to be a ram fest at all( that’s what normally happens when things arnt moving fast enough )
and yea i wanted to add props to the base of the island to make it easier to get on how ever if you count the props used i believe i used all 120 props , if i removed the guns then you would never get the bus back after the other team has capped one as put simply if the other team is fast enough you will never catch them basically ones meant to drive a few of the others are meant to shoot from the passger seat if theres enough players , balanced for 16 players minimum and up but can be played with less
i just wish i could have made the bridges smoother
also fyi your job links link to the JPEG instead of the job itself''
atheistsw:
''Zilla island arcade ED by mikezilla2
I think Joe’s made some good points here Mike, this has the making of a excellent capture, however right now there are some things that are causing considerable woe for players which is down to the fundamentals of design. You’ve done an incredible job making smooth bridges, particularly as they need to be drivable by something as unwieldy and heavy as a city bus, but all other aspects of the job currently cause frustration and even in some players, boredom.
The main problem as I see it is the guns. Now yes, I understand you want to give people ways to steal the bus back but ultimately you have created a chokehold map. There is only one way for the buses to go, so the players can stand at the exit of one of the bridges, aim their pistol (or shotgun, if they get close and are brave enough) and pop the driver before he exits. I know you put actors on the islands to try to curb this, but it doesn’t work. They often re-spawn in the water due to the unfathomable way that chose to make actors re-spawn, rendering them useless.
The key element here, for me, the one that makes this unique is the bus/bridge combo. By trying to marry this abstract concept to a traditional blood and bullets capture you are actually doing a dis-service to your original idea. It is my belief you can make this capture work a lot better by completely removing guns from the equation. I’ll explain how below in a minute.
Aside from that major issue, there are several others than cause frustration with the map. Firstly, the location of the buses is a pain in the arse to get onto, due to the jagged terrain and the retarded way that your character chooses to ascend slopes. Placing some props at strategic locations on the edge of the island to aid the climb would be very welcome.
In addition, I HATE the boat (is it a Squalo?) you respawn in, simply because it has the stupid massive wing on the back and 9 times out of 10 when your character exits the boat and you try to jump off instead he decides to climb on top of it instead! Replace this boat with something else, maybe a dinghy, or even a speedboat?
Anyway, onto my suggestion and this came to mind seeing how you always respawn in a boat looking across to the bridges and seeing the buses driving along. You can try and drive your boat onto land to create a kind of roadblock to prevent the bus making it down but I have a crazier idea I’d like to run by you:
Why not add lots of ramps on the water facing to the sides of the bridges? The idea being that when you re-spawn in a boat you can charge full-speed up one of the ramps and try to fly through the air into an escaping bus, pushing it into the water and rendering it useless? This way the boats become the weapon and the choice of the player becomes whether to attack (retrieve the bus) or defend (kamikaze their boat off a ramp into the bus). You wouldn’t need any actors with guns this way because there would be NO guns period! Camping would be eradicated. Simply place the re-spawn area for the teams in a location where they have a decent run up towards the ramps and try and position the ramps so that with a decent top speed the boats will be able to just about clear the height of the bridge, ensuring that impact would be possible when played outside of the editor. You could also lower the overall time limit as more buses are bound to make it through but this will greatly increase the pace of the job and ensure that players always have some clear goal of what to do next. Plus, how hilarious would it be to see boats flying through the air having narrow misses with buses? :-)
Just a harebrained idea I think could really make this capture great while still retaining the core idea of transporting the bus to the beach.''
joeACdude43:
''Fixed the link for your job mike. I must have not even noticed the actors there for said reason. They respawn in the water. I think the idea ath has come up with might work, with captures you always need to experiment with different settings and little tweaks to make it truly enjoyable. Envisioning an idea is one thing but executing it perfectly is something I struggle with when making captures. Still though, this capture is good.''
mikezilla2:
''cheers for guys il try and cook somthing up at some point but alas i used up every last prop on that capture , i think the boat i picked is a bit faster then the diginy and yea il have to have a look at those spawns again
personally i wouldn’t mind hearing what you guys think i need to do to fix the other capture i made – its just not fun and has problems
keep up the good work guys these jobs are great''
---------------------------------------------------------------------------------------------
Now that THAT is over with, it's time to start reviewing! I've come across a LOT of good pure races recently and I'll start with a few of those soon.
This review list is for jobs I've played that have blown me away, and to give feedback on stuff I think could be improved. Mainly what's played in official GCCC events. I'm mainly a pure racer, but I like captures and deathmatches too and I'm open to all the sub-genres that are out there.
REVIEWS FROM THE OLD FORUM;
#1: Damned Arena: Be Mythical by Zorvaine
An incredible fast paced deathmatch. It keeps you on your toes for the entire ten minutes and the action never lets up. Great prop placement making the arena and the upper level which is surprisingly hard to get to. That’s what makes this DM great, there’s no rest for the weary. By the time it was over both team’s scores had tipped over 100. Great balance, excellent deathmatch.
#2: Donkey Kong Deathmatch by SmootheJohnny
A great GTA take on the Nintendo classic. A very unique arena where climbing is your best chance at not getting killed, at least in my experience. The pace of this is quick as Sawn-off shotguns and AP Pistols are whats at your disposal. Good prop placement to make the slanted platforms. Good deathmatch.
#3: Shes so Tricky by ImA_BarbieGrl23
Great location and good balance. Props are placed in convenient places and there’s not much spawn killing at all. The grenades freshen up the combat really well.
#4: Dead End Job by Stronktank
Brilliant deathmatch by stronktank. The location is great for sniping duels given the one long line of cover provided by the train carriages. Superb job.
#5: Pot Pursuit: Paleto Push by TwoSix1987
Time limit here is set to 20 mins. Don’t feel that it’s necessary. We start off at a gas station with a two star wanted level. The chase is on. I get to the farm where the capture objects are being held. The actors here are a tad overpowered, add in the fact that you respawn in buzzards which led to some spawn killing and it drags on for a bit. With more players the pace would have definitely have picked up.
Despite some spawn killing, the war on the highway of getting the objects to your base was epic! Some teamwork and quick wit is needed here to escape the destruction on a car passing through the highway and you’re golden. My team had no points at the end of it, but it was an epic chase consisting of Buzzards, parachuting and explosions. Overall a great capture, what I would change is the actors at the base. Give them less powerful weapons, instead of sniper rifles and rocket launchers just some basic assault rifles. And set the respawn limit to to about three or four times maybe. Great capture.
#6: Dockface by CynicalBody69
Terrible. I don’t want to sound too mean about this one but there’s just nothing good I can say about this race. The wallride is almost impossible to do, even on an Entity. A lot of dodgy jumps sending you crashing. No clear route in a lot of places. Stunt races are only good if they’re made properly. Overall a lot of noobish prop placement and a failed gimmick. It dragged on for 13 minutes and there was even the thought among other players of me restarting the playlist from the the job after this one because we thought we weren’t going to be able to finish it. The general consensus among the players in the lobby was that this was bad.
#7: NG-CODE NAME (nice guys)by GTA5_MR_NICE_GUY
The scene is set for a tense battle here, team one starts on a beach near Paleto Bay. We take to the skies like marines on a suicide mission and head to the Altruist camp site. The goal for team one here is to get a good vantage point to eliminate the opponents. On round one I parachuted down to the hillside ready to unleash hell and bam. Some12hates snipes me. Oh well. There’s always round two. Team two won this round. On round two we anticipated them going to the vantage point on the steep hillside and nuked their advantage. Round two to us. Round three came down to a two on two battle on the steep hillside. joris-heurter was hard to get but I capped him in the end.
Overall an awesome LTS. Makes use of a huge 240m play area really well. The balance is spot on, good work.
#8: Compound Interest by atheistsw
We’re split into four teams here. There’s one capture object to get in a fort made of props. The chase here has you respawning in Futo’s with SMG’s and it’s been made almost pitch perfect. No hassle with spawn killings, just a great chase. Overall a good concept that’s executed really well when played. Good job.
#9: $-Chutes And Adders by Seineone1
Got the chance to play this on cars now. It uses some kind of glitch/bug to lock you to your custom Adder if you have one. I don’t so it put me onto my custom Turismo. 1st lap was okay for me, the ‘chute’ made of empty green containers actually works, it’s the highlight of this race. Some ramps after this didn’t send to the checkpoint properly though. Overall good race.
#10: Zilla island arcade ED by mikezilla2
This capture has a bit of an identity crisis. The concept is executed fairly enough, the bridges are made outstandingly well, but my experience playing this was marred with spawn killing and the like. Choice of vehicle is questionable in my opinion. Maybe remove weapons and make it into a ram fest? Respawn boat needs to be changed to something more fast and manuverable. Props should be added to the base of the island make getting onto it more easy. If you don’t want to make it into a ram fest may I suggest putting weak actors on each island with unlimited respawns to neutralize camping?
Overall it was enjoyable enough, some changes need to be made to it.
#11: Toy Soldiers by Stronktank
A short and sweet deathmatch. Makes use if prop glitching to make a unique battle arena. I have to ask how the hell do you make props go sideways like that? (EDIT: I know how to now!)
#12: NG-GO-KART by GTA5_MR_NICE_GUY
A different kind of go kart race I’m used to. You go up a slant of ramps onto this parking lot rooftop and take the hairpins made of corrugated cabins. That’s what caught my attention in this one. Good race.
Discussions from old forum;
mikezilla2:
''cheers for the feedback joe:) how ever i did add weak actors to the islands just the other day , i made the boats slower because i didn’t want them plunging on to the island and hitting everything and yea really didn’t want it to be a ram fest at all( that’s what normally happens when things arnt moving fast enough )
and yea i wanted to add props to the base of the island to make it easier to get on how ever if you count the props used i believe i used all 120 props , if i removed the guns then you would never get the bus back after the other team has capped one as put simply if the other team is fast enough you will never catch them basically ones meant to drive a few of the others are meant to shoot from the passger seat if theres enough players , balanced for 16 players minimum and up but can be played with less
i just wish i could have made the bridges smoother
also fyi your job links link to the JPEG instead of the job itself''
atheistsw:
''Zilla island arcade ED by mikezilla2
I think Joe’s made some good points here Mike, this has the making of a excellent capture, however right now there are some things that are causing considerable woe for players which is down to the fundamentals of design. You’ve done an incredible job making smooth bridges, particularly as they need to be drivable by something as unwieldy and heavy as a city bus, but all other aspects of the job currently cause frustration and even in some players, boredom.
The main problem as I see it is the guns. Now yes, I understand you want to give people ways to steal the bus back but ultimately you have created a chokehold map. There is only one way for the buses to go, so the players can stand at the exit of one of the bridges, aim their pistol (or shotgun, if they get close and are brave enough) and pop the driver before he exits. I know you put actors on the islands to try to curb this, but it doesn’t work. They often re-spawn in the water due to the unfathomable way that chose to make actors re-spawn, rendering them useless.
The key element here, for me, the one that makes this unique is the bus/bridge combo. By trying to marry this abstract concept to a traditional blood and bullets capture you are actually doing a dis-service to your original idea. It is my belief you can make this capture work a lot better by completely removing guns from the equation. I’ll explain how below in a minute.
Aside from that major issue, there are several others than cause frustration with the map. Firstly, the location of the buses is a pain in the arse to get onto, due to the jagged terrain and the retarded way that your character chooses to ascend slopes. Placing some props at strategic locations on the edge of the island to aid the climb would be very welcome.
In addition, I HATE the boat (is it a Squalo?) you respawn in, simply because it has the stupid massive wing on the back and 9 times out of 10 when your character exits the boat and you try to jump off instead he decides to climb on top of it instead! Replace this boat with something else, maybe a dinghy, or even a speedboat?
Anyway, onto my suggestion and this came to mind seeing how you always respawn in a boat looking across to the bridges and seeing the buses driving along. You can try and drive your boat onto land to create a kind of roadblock to prevent the bus making it down but I have a crazier idea I’d like to run by you:
Why not add lots of ramps on the water facing to the sides of the bridges? The idea being that when you re-spawn in a boat you can charge full-speed up one of the ramps and try to fly through the air into an escaping bus, pushing it into the water and rendering it useless? This way the boats become the weapon and the choice of the player becomes whether to attack (retrieve the bus) or defend (kamikaze their boat off a ramp into the bus). You wouldn’t need any actors with guns this way because there would be NO guns period! Camping would be eradicated. Simply place the re-spawn area for the teams in a location where they have a decent run up towards the ramps and try and position the ramps so that with a decent top speed the boats will be able to just about clear the height of the bridge, ensuring that impact would be possible when played outside of the editor. You could also lower the overall time limit as more buses are bound to make it through but this will greatly increase the pace of the job and ensure that players always have some clear goal of what to do next. Plus, how hilarious would it be to see boats flying through the air having narrow misses with buses? :-)
Just a harebrained idea I think could really make this capture great while still retaining the core idea of transporting the bus to the beach.''
joeACdude43:
''Fixed the link for your job mike. I must have not even noticed the actors there for said reason. They respawn in the water. I think the idea ath has come up with might work, with captures you always need to experiment with different settings and little tweaks to make it truly enjoyable. Envisioning an idea is one thing but executing it perfectly is something I struggle with when making captures. Still though, this capture is good.''
mikezilla2:
''cheers for guys il try and cook somthing up at some point but alas i used up every last prop on that capture , i think the boat i picked is a bit faster then the diginy and yea il have to have a look at those spawns again
personally i wouldn’t mind hearing what you guys think i need to do to fix the other capture i made – its just not fun and has problems
keep up the good work guys these jobs are great''
---------------------------------------------------------------------------------------------
Now that THAT is over with, it's time to start reviewing! I've come across a LOT of good pure races recently and I'll start with a few of those soon.
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