Post by jimbob9699 on Oct 19, 2016 15:02:29 GMT
this poll needs a poll
reviews:
Obviously the new prop glitch is pretty new and there's been a rush to play with it - and I think in that rush some of the more delicate map making principles might have been overlooked a bit. I had a fantastic night and loved playing all of these maps - but i don't know how to review them without being objective or overlooking technical considerations for the sake of novelty merits. tl:dr - these reviews are probably gonna seem harsher than normal, but it doesn't mean I didn't have a great time playing the maps.
Grand Señora Coliseum - Zorvaine
I had been very very excited about this one since seeing it on twitter. The created environment was just so cool to be playing in. Unfortunately the 'match' didn't live up to the aesthetic. The weapon choice was a let down, the AK is simply too inconsistent for the range this map dictated much of the time. It's a terrible lag exaggerator and it should only be used on short to mid range maps where it's inconsistencies can be mitigated through play choices and better accuracy. There was also too much circuit play and not enough arena play (especially for an arena theme!) because people go where the dots are. As pretty as the build looked from a distance, in practice I was basically running parallel to different iterations of the same corridor over and over again. I would suggest closing the surplus underside of the stands and and putting a barrier down the middle of all the ramps to encourage people to flow into the centre of the arena more. and change the weapon to a carbine, at least, or go the other way with pistols.
VDM: LAZER TRENCH RUN #1 - dannyNATIVE
Well jets just ain't my thing - but goddam' the build is soooo cool in this. I guess it's a bit disappointing that the fight tends to leave the build for the most part, but i really don't see what you can do about that. What i do think would improve it - retest the spawns. The team spawn at the start meant the guy behind me got a free kill right at the start, and several of the respawns points put me facing a wall i'd crash into without really slow and careful manoeuvring (which is the last thing i want to be doing when the actions in the sky!)
!86 TOY SOLDIERS - KM86REDDEVIL
Kinda like zorvaine's, ultimately it was a triumph of aesthetic concept over game play substance. it was great fun to be playing with all these new props, but stripping back the toy theme, as a deathmatch map it had some problems. The main one being that ground level was a too exposed and direction-less, most of the time I was running around trying to find someone, while the predominately balcony style of the upper levels offered those players both a direction to face and a barrel shoot of everyone on the ground. On a balcony you can (mostly) get shot from one direction and only when you choose to expose yourself - on the ground you can get shot from practically 360 degrees at any time. The map has fun propping and nice concept for sure, but to paraphrase spider-man comics - with great props comes great responsibility.
Hookah Palace - Scam144
IMO best map of the night and really wanted more than 5minutes! Only thing I would say based on a short play is that if you're going to have that many spawns around the streets you need 2 or 3 more access ramps to the upper zone - specifically i would love to see one from the back ally - i've made a pic LINK (pink is the barrier that becomes a hole, blue is the ramp, on no2 the ramp runs up east to west (opposite to car park ramp) but you can't see that from the photo of course). Loved it, look forward to playing it again and wish it was one of mine .
Banning - Rifle Arena - PeakBobJimBait
another map I wanted more than 5min on! This is more the kind of thing i'm excited about regarding the prospect of new props - enhancing existing spaces to give them new character and purpose. The new stuff wasn't too overbearing, I felt like i was in a real space still. Unfortunately I was experiencing the worst lag of the night during this one, but I'm not sure if that was due to individuals or the map. I'd need more than 5min to want to comment on the map technically - but I would say that it'd be nice if you could put pads under the cabins on slopes, or tilt, or sink them, so they're not floating in mid-air on some sides.
Shop ’til you drop - agrajag
Couldn't work out if this is a rework of a map i've played or it's just similar to someone else's we've played in SK in this local. ANYWAY, really liked it. I wasn't fond of all of the prop design, but always felt it was subjective on my part - it all WAS designed and had merits, so that's fine. two things i would change. the corners could be propped so they don't make you think you'll be able to go around the outside of the block, it's very very minor but I did feel i'd had a few moments wasted heading for a path i couldn't see wasn't there. and you got a prop glitch problem you ought to do something about - see LINK @ 55:05. but great stuff.
!K3! Balcony Bombers 1.0! - k3471n6
Not really anything to say about this. It was fun throwing grenades about for 5min and seemed to nail everything it's own brief.
(+DM) Prism: Red vs Blue - stRiNgkiNg
Another kind of job i've been looking forward to. I enjoyed the pistols, you wouldn't want anything else on a map this tight. But that tightness did feel like a bit of a problem at times, coupled with the apparent multitude of levels it made the fight a little too chaotic and luck driven at a few points. I'm not sure what to suggest about that though - one thing might be that could colour code the levels which would help give you a sense of current location. But looking back at my video I now realise the palm trees could have told me the same thing if only i'd thought of it!
RNG AT VEINS - ShelbyGR
This is literally the map i've had in my mind and been waiting to play since i first saw the CS props. Always figured someone would make it before me and here it is. On reflection I don't think the tubes in this configuration offer quite enough variety for a great RnG map as a lot of the confrontations were too long distance. I would like to see it be condensed somehow. But it was great to finally play this concept I've thought about so often.
FL65 Buzzards Big N Small - freakyleekspro
I was not looking forward to this as i don't really enjoy vehicle DM's - but i was surprised to really quite enjoy it. The action was spread out well for the buzzards and it was a great surprise to come out of the middle area, look back, and discover the whole thing was a giant helicopter. that tipped the balance for me and made it a cute and worthy job despite my general feelings about helicopter battles - colour me impressed.
TBH, not one of my proudest creations. However, most of my favourite maps (of my own and others) are 16 players or less. and thought I'd take the oppurtunity to submit a big one for a deathmatch event, as I'm no longer running mini meet.
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