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Major Contest #3 Final Voting Thread
Old 11-04-2009, 06:37 PM   #1
Armadillo of Doom
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Arrow Major Contest #3 Final Voting Thread

Will close Wednesday at 1900 Central Standard Time (conversion)

At long last You can review the entire judgment process here; TF2M Annual Major Contest # 3 - TF2Maps.net.
There are 9 PLR maps and 7 CTF. The more you can rate the better, but the minimum requirements are:

You must vote on at least 5 PLR and 4 CTF maps for any of your votes to count.
Please try to provide a few sentences about each map explaining your ratings.
You may not rate your own map.


These are the categories that will be used, but the questions are just examples to get you thinking in the right direction.

1. Gameflow: Are signs properly used, and not overwhelming? Do the various pathways make sense? Are spawns timed properly to create battles in the right areas? Are travel times acceptable? Is there good use of playerclipping? (can't get to areas outside the map).
2. Balance: Do RED and BLU stand an even chance of winning the map? Is there a fair contest for each control point? Can each class hold their own in the map? Is any one overpowered or underpowered? Is there a good distribution of health and ammo kits?
3. Detailing: Is the map intricate and beautiful? Is there a high level of polish to the map?
4. Optimization: Is there any lag during major fights? Did the mapmaker spend time improving framerates? Were func_details, areaportals, hints properly implemented? (Note: a map would not be penalized for lacking one of these components if it runs well irregardless) Small factor: Did the mapmaker try to keep filesize reasonable- lightmap optimizations, etc?
5. Style: Does the map fit the style of TF2? Do the individual detailing choices make the map feel put together, or discordant? Is the environment visually pleasing?

Each category gets a score of between and 1 and 5.

1= novice
2
3
4
5= exceptional

The average for each voter will be calculated, then combined w/ the judges reviews to determine the winners. Good luck
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Old 11-14-2009, 10:14 AM   #2
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Here we go, for real this time. Some revisions to the main post so do read them if you happened to read it before.

Here is a scoring template you can copy/paste to use, if you like. Don't forget you still need to do some overall comments in words.


[table]|[B]Flow[/B]|[B]Balance[/B]|[B]Detail[/B]|[B]Optimization[/B]|[B]Style[/B]
Animus|F|B|D|O|S
Bayou|F|B|D|O|S
HAARP|F|B|D|O|S
Panamint|F|B|D|O|S
Premuda|F|B|D|O|S
Slate|F|B|D|O|S
Snowdrift|F|B|D|O|S
Vector|F|B|D|O|S[/table]
Arctic|F|B|D|O|S
Cornfield|F|B|D|O|S
Highwind|F|B|D|O|S
Nightfall|F|B|D|O|S
Panic|F|B|D|O|S
Rollout|F|B|D|O|S
Scoville|F|B|D|O|S
Solitude|F|B|D|O|S
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Old 11-14-2009, 02:00 PM   #3
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Welp I am done with all the maps! When do we get cake? Or do we get pie. I love both as long as the pie is apple.

A/D CTF Gameflow Balance Detaling Optimization Style Comments
ctf_vector 4 4 5 4 5 This map looks and plays like a dream. I love the way you were able to capture the hydro theme in a dynamic way and still keep players on the right path. However, I would like to see a bit more optimization. I have a fairly decent rig and I was pulling 60 for most of the map but there were some part were I got about 45. But thats about all the criticism I can give.
ctf_haarp 4 3 5 5 5 Like Vector this map is very fun to play and very well optimized, I was able to pull and good 70FPS even in the high traffic spots. However, I do feel the map is tilted a bit too far in REDs favor.
ctf_bayou 2 2 3 2 4 This map has problems and a lot of them. Points 1 and 2 are reasonably fun and frantic but after that the map goes downhill. 3 is the worst, the tilted building is very disconcerting. 4 is not as bas but the long pathways take out any really fun. This also greatly affects the balance to RED's favor. Another thing you need to work on is optimization. I was pulling about 30 or less though most of the map. The first point being the worst. However, I do really dig the use of the swamp theme.
ctf_snowdrift 3 2 3 5 4 This map is fun be not without problems. Points 1-3 are a BLU steamroll and 4 is near impossible most of the time. Also the map looks kinda bland and flat with its textures and prop work. However, I was able to pull a good 60FPS so thats a big plus.
ctf_slate 4 4 3 5 3 Ice I mean Youme (heh heh) I have to say that this is your best map so far. Its very well optimized and its fun to play. But if I must give criticism its that the map looks kinda bland in some parts.
ctf_panamint 3 3 2 5 1 Shame this map was never fully detailed. However, its the only map so far were I get 80FPS most of the time. So props to you.
ctf_premuda 4 4 5 5 3 This is another great example of a A/D CTF map. Its both balanced and well optimized. However, I am not a really fan of the rain and the very strange rock/ground texture.
PLR Maps Gameflow Balance Detaling Optimization Style Comments
plr_scoville 4 4 2 1 4 Shame this map was never textured or optimized. However, it is still very fun too play and I can't get over how cool the big sun thing looks.
plr_solitude 3 4 4 4 2 This map came out of nowhere and blew me away. However, I found the last stage to be dull and lacking any real "epic" feel that other PLRs give. Another thing that bugged me is the lighting. It gave the map a very flat tone and made it harder to tell between RED and BLU.
plr_animus 2 2 3 4 2 Right off the bat stage 1 is F'ing huge! I mean come on, it cries for a size reduction. Stage 2 is better but with all the tracks running around people can't tell where the carts are going to be. And all the final stage bowls down to is who can push the cart faster. And like Beatz pointed out your detailing is very distracting and detracts from the gameplay.
plr_nightfall 4 4 3 4 5 This is one of the best PLRs I have ever seen. Its very nicely detailed and optimized. It is also very fun to play. However, I had to take off points because the last stage was all still in dev textures.
plr_rollout N/A N/A N/A N/A N/A I did not feel it was fair to review this map because I was never able to play the hole thing due to its server crashing bug.
plr_cornfield 4 4 2 4 4 I really had fun on this map. Its well optimized and detailed nicely... on the last stage anyway. Oh and I lol'd at the big gifts in the skybox. Oh and I love the carts as well.
plr_panic 5 5 5 4 5 This is an amazing PLR map. If I had to give some criticism its the that 2nd stage it a bit if'y but other then that the map is near perfect.
plr_artic 2 2 2 5 3 Right off the bat the dev textures are unfortunate. Also stage 2 is a bit too big. To make things worse stage 3 is ungodly massive and would take ages to any team to reach the end.
plr_highwind 3 3 4 4 5 I love how you made a map with a style other then dark or hydro. It really helps it stick out form the rest. However, the lack of any really goal it something that will be fixed in later versions.
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Old 11-14-2009, 02:13 PM   #4
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CategoryRating
Gameflow 
Balance 
Detailing 
Optimization 
Style 

Ratings are subject to change until voting closes. I'll also be using a different table, since I want the authors to focus on their own maps and needs rather than compare with competitors. All-in-all a valiant effort by all entries! Good luck to everyone!

Vector
CategoryRating
Gameflown/a
Balancen/a
Detailingn/a
Optimizationn/a
Stylen/a
I cannot vote for this entry.

Snowdrift
CategoryRating
Gameflow3
Balance3
Detailing4
Optimization5
Style4
Snowdrift has improved by so much since it was started. Your CPs are for the most part balanced now, and I have fun when the conditions are just right. More often though, BLU either steamrolls through, or get stalled at CP1, partly due to the lack of time to setup the vital sentries that prevent suicide caps (although they do still occasionally happen) as a result of the removal of blocking. Heavily sentry-centric, and a very restrictive final point makes snowdrift less multi-dimensional than it could have been. Detailing is solid, but repetitive. Some buildings seem to exist for no stylistic purpose at all. Overall, a solid entry, and a well-done alternative twist to the ADCTF genre.

Slate
CategoryRating
Gameflow3
Balance5
Detailing4
Optimization5
Style4
A particularly well-done entry for it's goal. You tried to make a faster-paced A/D map, with weak sentry locations but short round times. I don't particularly like being on BLU on this map, it always feels like it's only seconds before overtime and you are punished severely if you are inattentive for just a moment. While it's balance is fine regarding defensive engineers, you give attacking engineers little chance to setup a forward shop. At times it is difficult to keep the much needed pressure on RED when you need to run on foot to the CP due to lack of teleporters. While I don't like your particular choice of theme, the more technical aspects of detailing were expertly done. I was wowed by the tarp over 3-1. All these locked doors that look like doors really irritate me, however. I hope you finish this map. I look forward to it.

Panamint
CategoryRating
Gameflow3
Balance4
Detailing1
Optimization5
Style1
A very nice entry. The gameplay doesn't feel quite solid, especially for stage 2, but it's getting there. Sadly, you didn't have enough time to finish detailing your map, so I'm afraid I can't give you any points for that. You really need to find a replacement for 2-2 though, Using a clearly badlands prop is only going to work against you. It's no surprise that 2-2 is your weakest point. Enabling overtime could also cause problems for you. I love the intel, and I do enjoy the first and last stages. Keep working on it, buddy, it's worth it.

Premuda
CategoryRating
Gameflow3
Balance4
Detailing4
Optimization4
Style3
There are so many aspects of Premuda that I find awkward. The extreme variation of heights, the bizarre displacement formations, and the lack of direction can get frustrating. This only seems to get worse as the map progresses. I used to get frequent drops in FPS but it isn't as bad now. What really irritates me here is the ridiculously inefficient filesize of 110MB. Stylistically, I find the visual environment very displeasing. The colours, contrasts, and shapes leave me consistently uneasy and uncomfortable. It's as if you've done everything I've tried to avoid. It's not as bad as I make it out to be here, as you can see by my ratings, but it leaves Premuda unable to excel at any particular category.

HAARP
CategoryRating
Gameflow-
Balance-
Detailing-
Optimization-
Style-
I do not feel that I am able to objectively rate this entry.

Bayou
CategoryRating
Gameflow3
Balance3
Detailing4
Optimization2
Style3
A bizarre but daring entry with the new swamp theme. There are it's awkward parts, both gameplay and detail-wise. Demomen were able to get on roofs they shouldn't, the confusing sign-ridden RED spawn, and areas that are way too dark. However, you get lots of points to trying something new with regards to the theme an (oh my god!) the mansion! Unfortunately, these come at a great cost, and optimization gets put in the sidelines. Gameflow seems to start and stop abruptly, and the last point always falls in the first few minutes. A worthy effort, I hope you have learned lots from this contest. I want to see what your ingenuity generates in the future.

___________________________________

Scoville
CategoryRating
Gameflow4
Balance4
Detailing2
Optimization1
Style4
I really like this entry! It plays remarkably well, and I always have fun on it (whenever I'm not stuttering like a bitch). Stage 2 has this building next to spawn, it is so fun to play scout there. Stage 3, however, can get a little bit messy. I would recommend reducing the spawn time for the last stage like they did in Pipeline. Unfortunately, for all it's goodness, Scoville is plagued with bugs and issues which I am certain you know all too much about now. Detailing is good, but only wherever it existed, so sadly I cannot give you too many points in that area. Switching sides on map end is really irritating. All-in-all, an map filled to the brim with potential, but falls short for this contest iteration.

Solitude
CategoryRating
Gameflow5
Balance3
Detailing5
Optimization5
Style4
Suddenly, a map! A great one! Out of nowhere Solitude storms in and shows to be a fierce competitor! I love the gameplay in solitude. The layout is fresh, unique, and innovative. The idea of dynamic stages, like your third should defiantly be expanded more. Regrettably, as fast as this map came onto the stage, it ended. The rounds are lightning fast --too fast. The detailing is commendable, but seems to have lost it's sense of purpose. Your buildings look seemingly random, and exist solely to be used as a battleground. Nevertheless, I expect this map to be in the top 3 PLRs.

Animus
CategoryRating
Gameflow3
Balance2
Detailing4
Optimization3
Style2
Your stages are inconsistent. The first stage is massive. Rounds are very, very long, and the long walking distance isn't very enjoyable either. Then, for the next two stages, it seems to end as soon as it starts. Your third stage is so minuscule I am left to wonder what happened to your ambition. Detailing is nice and complete for the most part, but stylistically serves no purpose and leaves me scratching my head. You also have misaligned areaportals near your spawns.

Cornfield
CategoryRating
Gameflow2
Balance1
Detailing2
Optimization5
Style3
It was very unfortunate how this map turned out. Detailing is largely incomplete. However, the areas that were finished was quite spectacular. I liked the ending, but I was unable to find what the purpose of it was. Both the lack of completeness and the game-crippling bug of the kissing carts on stage 2 severely impedes your progress, and I am unable to property assess your entry. This was one of the maps I was looking forward to, please continue your work on it, and finish it in the future.

Nightfall
CategoryRating
Gameflow5
Balance3
Detailing3
Optimization5
Style4
I feel like I have been given so much freedom in this map. There are multiple ways to go about everything, each with their own ups and downs. I have fun on nightfall, but I don't like how much you give winning teams handicaps on the last stage. Slowing down the cart so the losing team can catch up did'nt make it exciting, but disappointing. I can't say that I like your anti-stalemate measures. Sometimes teams will just camp around the enemy cart knowing that their own cart would auto-roll to victory before the enemy's. I can't give you too much credit for detailing, as you're left 1 third of the map undetailed. Like many other PLR maps, nightfall seems to have no apparent purpose at the moment. It may change when you detail Stage 3.

Rollout
CategoryRating
Gameflow1
Balance3
Detailing1
Optimization5
Style2
Not much to say about this one. Clearly, you did not finish it. Unfortunately, frequent crashes on this map has rendered it near-unplayable. You had a very interesting game mode, and I want you to continue developing it.

Highwind
CategoryRating
Gameflow3
Balance3
Detailing4
Optimization5
Style4
I like this map. A refreshingly cheery theme, and I love the dungeon, and the windmills are awe-inspiring. Although I appreciate your daring to challenge what a payload race is, Highwind feels very unstructured, yet restricting. Without any specific set goal, rounds seem to last forever. Compounded with the fact that there are essentially only two ways into the enemy's side. You have the choice of taking your chances at the main hectic chamber where everyone else is, or taking your chances at the alternative, chokepoint dungeon. It all feels too restricting. I would strongly recommend you add another way through. Bugs like the broken scoring system will only hurt your map further, as well as the lop-sided item placement (You probably just forgot). This map has ways to go, but I can see it as a great success! Keep working at it, I love the concept.

Arctic
CategoryRating
Gameflow4
Balance5
Detailing1
Optimization5
Style3
Looking back, I always have so much fun on this map. Multiple routes, varying heights, and interesting track paths all aid to make arctic a truly fun experience. However, your largest faults could be found on the last stage. You have such a large stage and so many areas that I would recommend you reduce the spawn times in this area to keep it interesting. I love the idea of the upper passage being a constant threat to cart pushers. Intriguing, arctic could have been so much more if you only had detailed it. Keep working on it!

Panic
CategoryRating
Gameflow3
Balance3
Detailing4
Optimization5
Style5
Panic was my initial favorite for the contest, but I don't like several of the design choices you've made. Your first stage is perfectly fine, and I love the roller-coaster cart, no complaints here. Come the second stage, however, and it starts to come apart. Teams are all over the place here. There is often not much coordination here and too much ground to cover. Objects can be hidden within the rubble. Your last stage, although unique, is too extreme. The rate at which carts fall to the bottom is crazy fast. While perhaps exciting at times, it can be trying, frustrating, and ends the round much faster than what it should have been. It is much less a payload race here and more of a panicking mess. Like Nightfall, your anti-stalemate measures also seems unnecessary, even more so that I actually saw a team camp the enemy cart to win more than a couple of times. I have no major problems with the detailing, and I hope that you will finish this map soon!
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Old 11-14-2009, 03:04 PM   #5
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A/D CTF

Vector: Played
CategoryRating
Gameflow3
Balance3
Detailing 4
Optimization5
Style 5
Vector is absolutely gorgeous and personally I think it fits the TF2 theme perfectly. My biggest issue with it is the fact that there are so many choke points, and I feel that it slows down sometimes.

Snowdrift: Played
CategoryRating
Gameflow5
Balance4
Detailing4
Optimization5
Style4
I really like the snow theme, and I think that having it all in a single stage really makes the map flow wonderfully.

Slate: Have not played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Panamint: Played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Premuda: Played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

HAARP: Played
CategoryRating
Gameflow4
Balance3
Detailing4
Optimization5
Style4
I really like layout of each of the levels and they are a ton of fun. My only big complaint with the map is how easy it can be for RED, the map bottles up fairly badly especially for 3-2. Still, it is a ton of fun to play on.

Bayou: Can not rate
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A


PLR

Scoville: Have not played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Solitude: Played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Animus: Have not played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Cornfield: Have not played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Nightfall: Played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Rollout: Have not played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Highwind: Have not played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Arctic: Have not played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Panic: Played
CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A
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Old 11-14-2009, 03:11 PM   #6
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Reserved:

A/D CTF

Vector
CategoryRating
Gameflow3
Balance3
Detailing4
Optimization4
Style4
This map didn't seem to anticipate the differing gameplay mechanics involved in the CTF A/D gamemode and followed some pre-existing trends in map creation that wern't necasserily complimentary to this mode. A lot of paths are quite narrow, to the point where only a single player could use an exit at a time (despite team clipping). The areas are quite small in addition and very cluttered with props. There's no denying how "pretty" this map is but i really feel like it was over killed, with so much detail there's an information overload and i continuelly feel like i'm gonna snag my balls on a chair or railing everytime i turn around, which is why i've only given it a 4 rather than a 5. More consideration on prop usage would be good. It could have benefited from a little research into existing A/D and how to improve on what currently exists, regardless of its ctf nature. Currently it reeplicates some of the existing A/D flaws and adds in ctf's own as well. the Optimisation on the other hand is fine, appropriate turns and corners, not too many windows. The style is quite accurate, it's certainly TF2 orientated although the hydro neutral theme kinda throws me off sometimes.

snowdrift
CategoryRating
Gameflow3
Balance2
Detailing4
Optimization4
Style4
The map constantly stalemates after CP1, and i'm surprised this issue has not been addressed since early alpha. With only one direct route and a load of crates you have to jump up on infront of snipers, this area is too easily defendable; particularly as CP2 should be relatively easy to cap. Red is able to counter attack more effectively than Blu can attack as they have more ways to directly attack Blu than Blu has to attack Red, which doesn't make much sense. That said the rest of the map seems to remain well balanced from its alpha testing. All classes work equally well, which is a plus. Detailing is well done although sometimes a bit bland with some rooms given no real purpose; rooms seem to exist for the mere fact that a route must exist for gameplay purposes. Some good prop choices and detail work on the walls should fix this though. Otherwise the map fits the TF2 theme very well. The map has been well designed with vvis in mind, despite issues with custom precipitation 'lagging' the map in the past, it runs pretty smoothly now.

Bayou
CategoryRating
Gameflow4
Balance3
Detailing2
Optimization1
Style3
The map was very well balanced besides the second to last point. The journey was too far for Blu here, even though i think we did get an advanced spawn; with several sentries occupying the highground at the CP with very small exits onto said highground made it nigh impossible to assault effectively. Optimisation was pretty horrific, ill consideration of windows and doorways allowed multiple areas to view other areas. If the map was more detailed we could have seen some serious complaints, but as it is, only comments on the high visibility distances and odd prop fade distances have been made (although i had no issue with prop fade distances myself). The map is pretty large which is possibly in part to its scale being pretty large as well. Besides props (which cohere to their own size/scale), the walls and floors were very thick and buildings felt unnatural. The uneven ground even made me feel dizzy once or twice when walking through windows or doorways or turning corners. The detailing was ok, and some scenes were quite interesting, but due the the overly large scale, odd texture choices and miss matched props i have had to mark it low.

Premuda
CategoryRating
Gameflow3
Balance3
Detailing3
Optimization3
Style2
Each stage seemed to stay at the same difficulty, and there were no real size differences throughout the map; each pathway, combat area and CP building consisted of the same use of space, which was very boring (and frustrating as a player). It meant that it was never refreshing to enter a new area and there was no sense of progression, it all came across very samey. There was no real motivation to go one way or another as no real tactical advantage was achieved from going either way, which made attacks watered down and incoherent; Blu also always attacked from the middle ground with an instant handicap. A lot of corners, and excessive heights made demoman and sentries excessively overpowered. I also feel that when players get used to this map the tiny platforms and muddy tracks that flank and provide access the CP buildings will become inaccessible due to strong experienced defence setups IE pyro, demo and engi combo's (the death pits of doom don't exactly help rectify the increasing futility of assaulting one of these routes). This map also needs some signage, although i found my way around for the most part, it was difficult to see how to access the CP's; and one could not see or predict where one path would take them (if i'm impolite i'd call it a mess). Optimisation was ok, essentially built Gravelpit style, an arena with a central construction housing the CP; this setup was annoying for progressive A/D play, especially given the nature of the CP buildings and inability to flank from another area. Visibility of the CP icon is very important, and this map does not adhere to this TF2 gameplay element, and the CP plates were dark and unobvious despite being confined to their respective buildings.

Final notes: The map doesn't pull an accurate TF2 theme but its material usage means it inadvertantly comes pretty close. I struggle to find a particular map theme through all the orange lit mud and literally random buildings that litter the cliff faces until we reach the final CP, and generic (although very cool looking) base built into a cliff. Ground diplacements feel very sloppy, especially in the tunnels (although the cliffs are well done). The ambience didn't help visibility either and could do with some contrast. I feel like this map had so much potential but did not live up to that potential.

Slate
CategoryRating
Gameflow5
Balance5
Detailing5
Optimization5
Style5
I guess it's no surprise that this map ends up with full marks, despite how i can be so critical of "perfection". I guess we shouldn't have expected anything less from our resident Community The Kritzkrieg. So lets get through this part by part. Gameflow, an obvious understanding of A/D mechanics and the current flaws imposed by existing maps, official and unofficial alike. Reference from the original TFC mode is apparent be it intentional or subconsciously,as is evident with the flag start inside spawn element. Appropriate distancing, area dividing walls, routes, exits and area sizes, in combination with the extra space available in alternate paths compared to existing A/D maps (similar to Badwater's improved A/D design) gives this map brilliant flow. I would be tempted to give an extra 20-30 seconds on the first CP for the first 2 stages, but the Blu instant spawn rectifies any sentry nest bulwark scenario's. Which brings me to balance. Areas are medium to large with appropriate cover, whilst still allowing for static defences, i would like to see a little more minor cover on some outer cp's for snipers, but this is a moot issue. CP's provide a mixture of defencive scenario's reducing monotony and are well spaced apart, particularly the addition of 3 points on the last stage which is a key feature of payload A/D. Each class is well rounded and balanced. Detailing: There are some ledges (2) that i would expect to be able to get onto as they do not provide excessive advantages nor allow the player to see or get out of the map boundaries which was a bit of a throw off. But the detailing is superb. Detail areas are complete and unique and fit the theme. The 2nd cp in the last stage and beyond is a little neglected as well as a few building walls and base of said walls throughout the map inside the player area; but i find any excuse to not give a 5 in the grand scheme of the map to be pedantic at best. Especially with what appears to be the inclusion of custom models. Lighting is pleasent although there is a slight lack of contrast on the inside of buildings that could give a real kick to atmosphere and area transition (it's consistantly all very yellow). Optimisation has been considered via anticipation of the vvis process from the layout up. The map fits the TF2 theme perfectly, plain and simple, the buildings are accuaretly replicated, details, and custom models. This map simply ticks all the boxes despite the minor complaints of a perfectionist. I only wish the last CP was more climatic and 'epic'.

CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A


CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A


PLR

Panic
CategoryRating
Gameflow3
Balance4
Detailing3
Optimization2
Style4
The ambience feels off. I feel the main problem is that there is a lack of contrast with the lighting. We all know darkness is bad, but i believe this map would benefit from darker shadows but more lights that would hopefully prevent too many dark corners. The TF2 theme is accurate enough but i feel there are a lot of misplaced props that don't belong in certain areas and a lot of uncomplimentary texture choices (a lot of wood mixed with concrete with no real cohesion). The inner skybox is very pleasent though. The areas are very open due to low buildings and walls with windows and doorways everywhere, each round feels like a catacomb and although player pathways are restricted to a certain extent vvis has not been considered in map development despite the fact that at the moment, it runs ok on my above average system. Balance is fine, it's pretty symetrical, gameflow is fine, first stage is really enjoyable but it kinda goes downhill from there.

Final comments: The last stage doesn't make any sense, i can't see any story told by the map that lets me know how on earth the payload ends up on this slope from the previous stage.

Nightfall
CategoryRating
Gameflow4
Balance4
Detailing5
Optimization4
Style4
The first round is certainly the most balanced, and the most fun part about this stage is that either team can catch up when behind. The second stage however seems to always go to the last stages winner, but maybe this was just team stacking.. i don't know; in early alpha's i remember a lot of team scrambling. I tend to stick to the cart as a player (because no one else does) and while everyone's off fighting i cap the map on my own. I can't really tell if this is an imbalance because its more to do with the players themselves than the map. The second stage is a lot smaller i find (in general area sizes), besides the cross section at the slopes that is. After the teams fight each other at the cross section, most of my team seems to run off and intercept Red/Blu outside their spawn and the payload is capped with relative ease there after. A team that gets behind on this stage generally loses. The third stage is a difficult one to analyse, the payloads don't cross or really get close and so one simply hides behind the payload and caps it (The only time this hasn't worked was from a random crit catching me). I'm an objective man and playing payload generally means the job gets done when i'm around, my win loss on this map stands at around 14 wins to 3 losses so to say things are this way or that can be hard.

Detailing is excellent, the TF2 theme is spot on, excellent use of textures and props are appropriately utilised. I could make some pedantic comments about weird looking trims but with the inclusion of custom materials as well i can't really mark you down for it. My only gripe is that the spawns could have been more like spawns with a little spytech/shower room theme-age going on. Appropriate steps have been made for optimisation and the map plays fine on my system, even with the rain.

Arctic
CategoryRating
Gameflow4
Balance4
Detailing2
Optimization2
Style3
A start has been made on detailing and the theme seems pretty accurate for initial attempts. I'm not sure the maps story fits with the TF2 universe but i can assume that Red/Blu are fighting to destroy a valuable weapon so that neither can acquire it, rather than attacking a nuetral party. The layout is interesting but gets progressively confusing, and at times the extent to which height advantages achieve is a little excessive. Without detail landmarks its confusing to remember ones location in relation to the payload, despite the existance of the track; although my intention is not to mark down for still being in DEV. There are a couple misalligned displacements. The first stage has a brilliant cross section, but the map doesn't really evolve in personality as it goes on and there's not much additional info to analyse without a visual theme. A lot of doors and windows that view through each other prevent efficient vvis capacity, something that should be addressed. The map was enjoyable in 8vs8ish we were losing players by the end of the gameday but i enjoyed the majority of this map.

Cornfield
CategoryRating
Gameflow2
Balance3
Detailing2
Optimization3
Style3
The criss-crosses are fairly compact and has been an issue with a lot of early plr releases, having teams only able to assault such a position head on is partly a lack of imagination that causes game play to feel a little bland and monotonous, and emphasises team stacking. But in general the map plays fine. The map also suffers from a couple similar issues that Panamint does in a lot of windows, doors and corners make for a chaotic gameplay. If this map was further along with details i feel that props and other details could have been used to influence players direction and focus gameplay more than it currently does. There's not a whole load of attention in anticipation of vvis, and some sight lines are quite long (although hardly excessive), but the windows and doorways into everywhere don't exactly allow for the best performance setup, it's only that the map is not fully detailed that this has not become an issue. The sunset is gorgeous and i feel that when it is fully detailed it'll really compliment the map.

Highwind
CategoryRating
Gameflow3
Balance3
Detailing3
Optimization4
Style3
The theme is interesting, the lower catacombs were very nice; although i feel despite the foreign location some attempts at cohering to a TF2 theme could still have been made, particularly by not having such uniform buildings. The style of the race was fun, i'm not sure whether the game setup/mode was truely forfilling the brief. I'll take its contest acceptance as a yes though. The map was fairly small for what it was and if a sentry went up in the central building it would cause a stalemate for several minutes. Its symmetry made it fairly balanced and for the most part i couldn't feel any class advantages. The side route got several complaints about how narrow it was, i didn't personally have an issue, but i would support it being enlarged and made a more significant part of the maps gameplay.

Solitude
CategoryRating
Gameflow5
Balance5
Detailing4
Optimization5
Style4
A lot of effert is put into balance such as advancing gates, and being symmetrical plr it's hard to really mark below a 3 unless classes are not balanced. Gameflow is beautiful, although there is not a huge difference in area sizes between stages, the areas in general are good for 24vs24 play (a lot of space to breathe like in Badwater = good). Although the focus appears to be on mobile combat throughout the stages that's not to say the engineer doesn't have his place on the team. A 4 the detailing because the skybox is placeholder and not every area is perfect, but for a beta the fact it has one is good and the detail in accordance to map layout and theme is excellent, it was executed very well. Although i would like to see a few more scattered props as architecture is only a part of the detail catagory, i wanted to give a 5 but couldn't justify it fully, so a 4. This is not my favourite map but it scores very high anyway.

CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A


CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A


CategoryRating
GameflowN/A
BalanceN/A
DetailingN/A
OptimizationN/A
StyleN/A

Last edited by grazr; 11-21-2009 at 08:02 AM..
 
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Old 11-14-2009, 03:21 PM   #7
Void
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Vector

CategoryRating
Gameflow4
Balance4
Detailing4
Optimization5
Style4

A very experienced entry. With over 30 alphas underneath it's belt, it proves it was thoroughly tested. Though I don't necessarily like all the changes to the layout over the months, it still is a solid map. The detailing is a good spin on the Hydro theme, missing only over-the-top displacements. It clearly has a good sense of progression in the details as stages go along, though the finale feels slightly lacking due to the use of toolsblack. But then again, that's what it aimed for. It was a nice competitor on the CTF side of this contest.

HAARP

CategoryRating
Gameflow4
Balance3
Detailing5
Optimization5
Style5

This entry went beyond expectations, and has become quite a favorite. It’s gameplay is nice, and the detailing is a nice use of the snow theme. While it does play out well throughout most of the map, the finale seems hard to capture at most points. Then again, that can be said for almost every A/D map out there, CTF or otherwise. It was nice to see it progress and it turned out to be quite the map.

Panic

CategoryRating
Gameflow5
Balance4
Detailing4
Optimization5
Style5

This was one of my favorites from the start. It got better with age, to say the least. It’s gameplay is different, and in this case, different is good. It’s detailing it superb, and it feels like a completely new theme. I love the finale of this map, and those mad beats sure send off a nice party to the winners. At some times, respawn waves conflict with the final stage, sending an unaided cart into the Panic Pit, though that’s mostly due to an unco-operative or, in some cases, unlucky team. It’s definitely the prime competitor on the PLR side of this contest, truly deserving of a golf clap.
Panamint

CategoryRating
Gameflow4
Balance3
Detailing2
Optimization4
Style3

This was an interesting entry. As Hanz said, it did take heavy influence from Badwater and Goldrush, and it shows. The detailing so far is okay, but it’s not finished, so I had to take a few points off. The detailing and style is very similar to Goldrush and Badwater, almost looking exactly like the two had made CTF love. It’s a good entry, but still needs a few polishes.

Bayou

CategoryRating
Gameflow3
Balance3
Detailing3
Optimization2
Style4

Bayou was an interesting one. And a difficult one to judge. It makes for an interesting game, though it is quite open and large at points. It’s still a fun map to hop in and play, and it utilized the Swamp Theme well. It’s good considering it’s only Chao’s second-released map.

Nightfall

CategoryRating
Gameflow4
Balance4
Detailing5
Optimization5
Style4

With so many varying Stage 3s, this one was odd to judge. It looks great from seeing what’s been done already, and I hope what’s unfinished will follow suit. It plays well and I can’t wait to see where Stage 3 will finally end up. Knowing Psy’s past, it should end up as quite the map.

Cornfield

CategoryRating
Gameflow5
Balance4
Detailing5
Optimization4
Style4

Ah yes, Cornfield. Lovely little Cornfield. What it lacks in actual Cornfields, it supplies in every other aspect. It’s detailing is superb as well as it’s gameplay. Although similar to Furnace Creek in style, it still stands out quite well and is a nice addition to this contest.

Solitude

CategoryRating
Gameflow4
Balance3
Detailing4
Optimization4
Style4

Then came Solitude. Quiet for months, then bang. It’s back, and in a lovely beta. I can’t say too much about, as I’ve only played the final entry. It played well when I did though, although a bit quirky in balance. It looked pretty and used the Swamp Assets without being a true Swamp.

Animus

CategoryRating
Gameflow3
Balance3
Detailing2
Optimization3
Style3

Oh, Animus. We have history, don’t we? It’s gameplay and balancing was overall average. It’s style and detailing tried too hard to push the TF2 theme to the limits, and ended up in the boundary waters. It’s a jumbled theme, it is. Nothing is clear about it, what with desert assets, pumpkins, water… it doesn’t add up. The whole “spiritual” thing doesn’t work well either. It doesn’t fit TF2.

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Old 11-14-2009, 03:24 PM   #8
Owlruler
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I must say now that all my optimisation scores are based on whether I can actually play the map and my detail scores are based on areas that are detailed.

CTF Maps:
Gameflow Balance Detaling Optimization Style
Comments
ctf_vector
4
5
5
4
5
Possibly my favorite ctf map. I find that I can easily run around but a few lag spikes. The detailing is top notch and, well... it's Hydro style. I get a little lost if I use routes I don't always use but mainly it is balanced and easy to run around.
ctf_harrp
5
4
5
3
5
It's a shame that I can only run this map occasionally but due to the open arena, I just cannot run around some of the time. Despite this, it is a very polished map and really does fit the tf2 style. I can finnd my way around easily and I have only got lost once or twice. I feel that it is a bit too hard in some places but otherwise, quite fun.
ctf_bayou
N/A
N/A
3
2
4
Comments
ctf_snowdrift
N/A
N/A
4
3
4
Comments
ctf_slate
N/A
N/A
4
4
5
Comments
ctf_panamint
4
4
3
5
3
This is one of the few maps that I can actually play well on. I am quite sure of where I am going but I do get a bit confused every so often. I detailing is nice in the parts that you have finished. Most games are very even, but I do find that it is easier to hold 2-2 as red than 3-2.
ctf_premuda
N/A
N/A
5
2
4
Comments
PLR Maps:
Gameflow Balance Detaling Optimization Style
Comments
plr_scoville
N/A
N/A
4
2
4
Comments
plr_solitude
N/A
N/A
4
3
3
Comments
plr_animus
N/A
N/A
4
3
3
Comments
plr_nightfall
5
5
5
4
5
My favorite out of all the plr_entries. It fits the tf2 theme very well and it's detailing is lush. The rounds were all polished and were usually very well balanced. I was certain about where I was going and health kits were well placed.
plr_rollout
4
4
2
5
3
Since it didn't really get tested and finished, I think I have been a bit generous. However, I do feel that the main focus in this map is the cart and players are directed towards it quite well. I qet quite good framerates and I think that is does feel 'tf2ish'.
plr_cornfield
4
3
5
3
5
Probably one of the best detailed maps in the contest. I do, however, find that I am consistantly getting low framerates. Players are, I feel, well directed towards the cart however I feel that once one team gets in front it is almost always a steamroll.
plr_panic
5
4
5
4
5
The games play well and are very often, quite balanced. The 3rd stage with it's constant rollback works well and the detailing it almost perfect. I don't lag too much and I find it quite easy to get around the map.
plr_artic
N/A
N/A
3
4
4
Comments
plr_highwind
N/A
N/A
4
3
4
Comments
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Fearlezz's Review
Old 11-14-2009, 04:12 PM   #9
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Exclamation Fearlezz's Review

Here:

CTF Maps: Flow Balance Detail Optimization Style Comments
ctf_haarp 3 4 5 3 4 This map is fantastic, great layout and design. Style and theme is also great, you executed the snow theme perfectly! However, it really lacks signs and gameflow. Together, it doesn't make a good result. Reason for why I put a 4 instead of 5 in style, is because you lack team colors, you really just use gray all over.
ctf_snowdrift 3 4 3.5 4 3 I think this map is great, but I think this map can go alot futher. Your optimization is excellent in the first part, but between the second and last part, it gets worse, thats why you got a 4.
ctf_slate 4 3 3.5 4 4 You nailed the sawmill theme/style, but I gave you a 4 because I feel that this map is very flat, otherwise the style is great. I think there is still some detailing work left to, but overall its nicely detail, but it can still be even better detailed without loosing too much good performance
ctf_premuda 3.5 4 5 4 5 This map is amazing, and you know it. You got a 5 on detail and style because you use brushes and models in a such amazing original way. Im very impressed with that, you use your resources so creative and put them out there in a new reasonable way. You got a 3.5 on flow because I think that in some stages the players are scattered around and there is no real front where the battle is held. And you would have gotten a 5 on optimization but I checked out the optimization when you sent me the vmf before and you use occluders like crazy, in places where you can use areaportals and/or hints instead. Unnecessary parts of the geometry is often being rendered. The fact that the map is 115MB big also pushed it down.
PLR Maps: Flow Balance Detail Optimization Style Comments
plr_solitude 3 5 2.5 3 3 This map is very nice. Optimization can be alot better, almost the whole map is rendered at the same time, even in rooms where you should have areaportals in the entries. I havent played much of this map, but every time that I have, the gameplay has been excellent, balance is great. The detailing is very poor, but your on the right track. You just need to add more to it. I feel that this map is all yellow, and thats why I gave you a 3 on style. It gets very old and almost irritating to me some times. Need some different colors in your map!
plr_nightfall 5 3 5 3 4 For me, this map looks like sawmill but the plr version, if you know what I mean. But its a great map, nothing wrong with it at all. Except optimization, which could be alot better, you need to fine tune that. You got a 3 on balance because the carts often stood still in some areas with the teams trying and trying to push through a sentry spot or something like that. Great map otherwise.
plr_cornfield 3 4 3 2 4 This map will be wonderful once detailed and optimized. You got a 3 on flow because I think in stage 1, there isnt enough focus for battles. A 2 on optimization because I really get low fps in stage 3, and this is ofcourse because of the amount of detail you have in stage 3.
plr_panic 3 4 4 5 4 I havent experienced any bad fps in this map what so ever, great work on optimization! Detail is great but in some areas you over use the same method of detailing. You got a 4 on style simply because while its really awesome and something new, it feels a bit too dark and dead.
plr_highwind 3 3 3 4 2 This is a interesting map. While the detail work is okay, but needs more work, the style doesn't attract me. But you did put alot of effort in it.

Last edited by Fearlezz; 11-22-2009 at 04:17 AM..
 
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Old 11-14-2009, 04:14 PM   #10
Muffin Man
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This text is just here so that the table doesn't get squashed by the Steam thingy to the right of this paragraph.

MapFlowBalanceDetailOptim.StyleReview
Animus23242Well, I was hoping this would turn out good, but what ruins is the most is the flow and balance - each team is able to run the cart almost to the middle before meeting the other team in the first two stages, and when it's close to the capture, it's a really far walk there, without a lot of shortcuts. The last stage is just one long roll for whichever team manages to spawncamp the best, which is extremely disappointing. You had some cool soul/spooky theme going on, but right now I'm not quite sure where that went. I'm disappointed to see a good style now only represented by a rather good skybox texture and some pumpkins. I'm not won over by the detail either, which was obviously not worked a lot on, but you have used a bit of textures and attempted to create a theme, so let's give that a 3. I haven't noticed any notable performance issues, but some weird hall of mirror bug shows that something must be wrong, and you didn't spend enough time weeding out bugs like those.
Arctic?????I'm sorry, but I haven't been able to play this map more than once some reason, I don't know why I've missed it. Unless I get to play it in the near future, I can't review it.
Bayou34353If I were to pick a map to call decent, it would be this. It's by no means bad, but there's a lot of things to pick on. For instance, overtime harms the flow by being able to go on forever, and on that topic I think there are too many signs. Often, players need subtle cues which they can follow subconsciously, rather than forty signs on a wall, forcing them to stop and work out where to go. There is also a lot of potential for sentry camping, especially at the elevated B, but overall the balance isn't ruined by this. It's Dustbowl-ish in a good sense, and the difficulty ramps up well. I like the swamp theme, it's pretty cool to see some of the swamp pack being used in this contest! However, it's not easy to see what it all is supposed to be, as the map mostly consist of wooden structures. I'm not very fond of the tilted house, however neat it may look at first sight. I like the rocket, by the way. I haven't noticed any optimization issues.
Cornfield      
HAARP54555HAARP is among the top of the CTF maps. It really feels polished, and nearly finished. The flow is as good as it gets - get flag, go there, there is never any confusion or even doubt as to where I should go. The final points of stages 1 and 2 feel a tad too hard for BLU, bringing the balance down slightly, but on the whole it's very solid in that department. The theme is very cool, I love the mountain base theme, and the snow is used well. The finale is not too shabby either, I certainly feel the RED base coming closer as the amount of spytech architecture grows. I can't complain about the optimization either.
Highwind44453This is very interesting because it goes on forever. It's a really small map with overall good design, but it's a little disappointing that the winning team gets no reward. I can't see Snipers doing much good here, and some areas seem a little spammy (especially the middle), but overall a small pack of fun. It looks good too, with a really neat stereotypically Dutch theme. I'd love to see more of this, although it is a little flat in terms of interesting things to look at, and it doesn't remind me much of TF2 either. No complaints about optimization.
Nightfall44453Nightfall is one of my favorite PLR maps, which says a lot because I hate PLR. You've managed to make the first two stages fun to play, by ensuring bases have decent space inbetween them and overall balancing it very well for all classes. The last stage, though, is not fun in the least, encouraging spawncamping thanks the really close bases. It resembles Pipeline too much, which is no good thing. Still, though, flow and balance score high because the first two stages are so well designed. The map also looks very good, even though the last stage obviously doesn't contribute to that either. The style, rainy alpine, is something I really don't care much for, and the fact that there is little to no "hidden base" business going on makes it feel a little flat and boring in style. No complaints about performance, though!
Panamint44152This is a fun map to play, I think you've done very well on flow and balance. What ruins it a little is overtime, which can give unjustified wins, as well as the fact that the intel spawns in unlogical locations. Some iffy balance, such as the first stage being a little hard for BLU, while the last feels too easy and anti-climatic. On the whole, though, quite solid. Obviously I'm not going to award any points in details for a couple of textured rooms, but you're gonna get +1 for the custom models and Gold Rush feeling. No complaints about optimization.
Panic44454Panic is lovely, but let me get things in the right order. I find most games on this map very fun. Directions are very clear, and the side routes are well made and just exploitable anough. However, it looses a mark because, while the last stage is fantastically hectic and fun, retreat is never an option. There's no time to catch a break, which can lead to too much suicide and too few ubers. With this logic, balancing is also slightly flawed, but I must mention it's perfect on the first two stages. In terms of details, what's immediately striking is the orange-like lighting with sort of dark environments... yet they aren't too dark. You've done a good job with textures, but it feels like there aren't enough small details and objects, and the textures can blend together a bit. Altogether nice, though, and the cool openings definitely earn you points in style. There's no lag for me as far as I've seen.
Premuda      
Rollout      
Scoville45223Scoville is the start of something very good, but it's unfortunaly a little behind schedule. I think you've got good flow and balance, although as is the case with most PLR maps, the final stage is kind of disappointing, mostly because the cart is so damn slow and the final stretch is way too tight and spammy. I enjoy the gameplay overall, though, as you've stuck with a good formula that works. The detailing is nice in the first stage, but it's obviously really far from being finished. The promising details aren't enough, but the fans, the snow and the sun definitely add to the style. Also worth noting, Scoville is the only map that made me lag - severely at points, but always a little. I don't think you did a good job with optimization.
Slate      
Snowdrift34455Playing this map is always fun, because each area is well designed, but what keeps it from scoring any higher in flow is the fact that BLU can often completely overwhelm RED with a couple of ninja caps, and often get to cap 3 before RED figures out what hit them. On the other hand, there are some huge sniper sightlines and potential for sentry camping, showing a little rusty balance and creating more bad flow. The details are great, though, I love the colors and textures, and it fits the TF2 style perfectly with some well-used spytech materials. Only thing worth mentioning is that some of the areas feel a little monotonous, especially around the 2nd-3rd captures. The map seems to run fine for me in terms of optimization.
Solitude35555This map is another one among the best, but I can't score it perfectly because of the sort of unconventional layouts. While the second stage is well designed, with a good crossover and well defined bases, the same can't be said for the first and third stages. Their X-shaped layouts are very confusing, and while I can't stress enough how happy I am that you didn't make the third stage have a mutual goal, this always makes me unsure of where to go. I can't fault you on class balance, though, as every class seems to have a role here. Now, what makes me really like this map are the details. I'm a sucker for yellow-ish maps, and your skybox is great. It looks like a coast to me, which is certainly nice. Somehow, you've made a very different looking map without straying too far away from the TF2 style, which is very well done. No optimization issues for me, either.
Vector54555You've acheieved a very good flow in this map. Every time I play this map it feels fun, because the spawn times are always acceptable, leading to fights taking place where I expect them, etc. The directions are very clear, and the use of no-flag signs is great! However, the last point feels a little overwhelming for BLU; RED seems to be able to get too far behind them to camp. The sudden shift in flag spawn rules by this point is also curious. The balance is good, but it seems to me that BLU has a sort of easy time winning in the first two stages, while the last point of the last stage is incredibly hard to win. It is, though, without a doubt the best looking map in this contest, nailing the Hydro theme perfectly, albeit just differently enough to make seem like a RED-operated base, not a neutral one. For this same reason, the style is as good as it gets. + for the finale too. The map seems to run well for me, no complaints.
MapFlowBalanceDetailOptim.StyleReview

Well done.
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