Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 12, 2014 11:47:50 GMT
I'll be playing other content, rating them, leaving feedback and leaving tip on how to approve them. I'll be as objective as I can.
The Guidelines
Basics
- Effort gets noted easily so randomization will be picked up shortly. Therefore nominations will be judged on the thought and time spent to make the map.
- The location choice should be suitable for a deathmatch and it mainly themes the deathmatch.
- The deathmatch will be judged on the originality / uniqueness of the original map. Yes, almost nothing is completely original by now, but there should be some substantial difference between one DM nomination, to the next. By substantial, we mean something that changes gameplay... For example two DM's with no props at Michael's house but one has pistols and the other has combat pistols, that is not a substantial difference. It should have some variation in the propping, weapon pickups, something that will affect strategy and/or tactics during gameplay.
- The deathmatch should work as a totality. Naming it a sniper battle but having only melee pickups doesn’t work. When the deathmatch is themed, it gets reviewed accordingly. If the theme is set in the 50’s advanced rifles souldn’t be on the map.
- Balance is the key to all deathmatches. When there is only one tank, make sure there is a way for the other team to take out that tank. If there is a vantage point, make sure it has some vulnerabilities. Good vantage points are fine and legitimate as long as they are balanced spatially on the map and anyone has some chance to get into one, perfect vantage points (leaving the occupant practically invulnerable) are bad and wreck balance. For example, a single tank is a mobile perfect vantage point, even if it had no cannon and only shot a pistol round at enemies.
- The deathmatch should have equal advantages (balance!) for both themes. No one likes a deathmatch that is unfair for a certain team.
- Alll deathmatches have to be playable in both normal (free for all) and team deathmatch varieties.
- The size of the area should be considered fitting for the type of deathmatch and if the map is for example extremely large necessary vehicles should be placed.
Settings
- Time was spent to do a decent title and description. Deathmatches titled "Bazillion $$$!! JOIN NOW!! EAZY RUNK UP!!!!1!11!" will be laughed at and not considered. Don't bother.
- The trigger should be placed on an appropriate location for receiving the intended fighters and it should give a first hint of what the location will look like.
- The amount of players suits the size of the area.
- The time limit is not excessive or too short. Melee deathmatches usually have lesser time limits than gun fights
- It is always better to have a locked weapon + pickups or a locked weapon only. Players can always choose to set it to owned weapons.
Spawn Points & Team Start Points
- Spawn points and team start points are placed on suitable locations. Not on places where instant death is imminent..
- Team Start Points tend to be on opposite ends, but it can work when spread out. Depends on what the deathmatch is about of course.
- Spawn points should be facing in sensible directions.
Pickup Placement
- Weapon pickups are placed on the most suitable locations. Balance is again the key. Excessive placement does not work on small maps.
- Powerful weapons should be placed on locations that are harder to reach. Make the player who tries to reach it very vulnerable (for example a tall, exposed ladder visible and within firing range of a large portion of the map), or is centrally located so all players have more or less equal chance to get it.(Pay attention to lobby maps and mini-maps, kids!)
- It is always better to spread the weaponry as it stimulates the full use of the map. - Weapons selection and pickups should enhance game-play by steering players to employ tactics that complement the map design, not work against map design.
- Power weapon pickups should not be end-game pickups. A single tank would be an end-game pickup in most circumstances. A centrally located RPG on a pistol map is not.
Props & Vehicle placement
- Props that have an aesthetical touch to them are a big bonus, but not a requirement. The key element is to be consistent and that the functionality of the props makes sense. Even better would be if the props or vehicles fit the theme of course.
- Places that might be too exposed should be provided with props that grant cover. - If props are used, they should not be placed in a sloppy manner. - If props are used, care should be taken that "lines of sight" advantages/disadvantages are balanced across the map as well as choke points and escape/flanking routes.
- Be weary of excessive use of the same large props. If they are used properly they are not an issue, but If used poorly they are an eyesore and a problem.
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 13, 2014 9:33:08 GMT
The JobLockdown Link: Type: Team Deathmatch Teams: 2 Players: 4- 16 Time: 15m Target Score: Off Lock Weapons: Forced + Pickups Forced Weapon: Sawed-Off Shotgun Added note for TheMckeever: Explosives have been reduced. The review.Basics 3/5 It's clear to me you put a lot of effort into this death match top marks on that part. The location was rather confusing and that left me feeling disorientated and I even found myself going around in circles. (However I do feel that this map could work as a normal DM) I feel some kind of directions could really improve this death match or making it simpler to get about. Settings. 3/5 Great name and description top marks, a lot better than I was expecting top marks for that mate. The picture was appropriate. I liked the trigger location great work. I wasn't a fan of the weapon selection, I think you found a good balance of weapons and I haven't scored you down on weapon selection as I understand why you have selected them. Works for the death match, just not for me. Not a criticism I'd say, just not my preference. I'll echo what's been said before I think this would work better as a single player DM. I also felt 15 minutes was too long. Spawn points and team spawn points. 5/5 Excellent starting points, no buggy spawn points found and no spawn points that irritated me other than the disorientation however that was not the spawn points fault, excellent job here mate. Pick-ups placement. 4/5 Plenty pick-ups that you find as you move, I don't like having to find weapons. I didn't like the RPG's on the roof either TBH, I actually think they were very easy to find for my team, I found them straight away and felt they were in a strange location. Props & Vehicle placement. 4/5 I like the way you've used the switching technique, it's my favourite technique in the creator and I like to see people using it intelligently top marks for that. I do feel you need to make it easier to get about. A few props seem to block the way I guess that was intentional however there was random caravans in a few rooms and they had been blowing up blocking one of the routes and making it very difficult to find the other team. I feel at least the caravans should be removed. 16/25 for me, seem disappointing to be marking this job so low, really well put together and I think there is great potential in this map.
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 13, 2014 10:04:36 GMT
The Jobhandcuff_charlie, on 05 Jul 2014 - 7:59 PM, said: I'll play! Would be a privilege to help get this rolling. Elysian Subversion TEAM Deathmatch 4 teams Default settings The review Basics 5/5 This is a deceptively large map, so top marks for thinking everything through, this match may not have taking as long as a stacking map or switching map but I can tell a lot of thought has gone into this. (I loved the RPG & Army truck combo, a very unique way of using heavy weapons and one that impressed me top marks for that). The location is great, there are so many tactics you can use for this DM, a lot of replay value. I couldn't find any faults. Settings 5/5 A great name and the description was everything it needed to be. The picture was appropriate. The trigger location was fine. I was a big fan of the weapon selection, as mentioned before I liked the RPG and army truck combo, I never come across any snipers but I was picked off so I imagine they were all up high and that is perfectly fine with me, the machine gun combo was lovely. I even picked up a special carabine(Glad you got my glitch to work before they patched it) top marks for weapon selection. Time was perfect. Spawn points and team spawn points 4/5 Nothing wrong with the trigger location, however Zorvaine has set a new level of creativity to the trigger point so not full marks but not bad in anyway. Again no buggy spawn points found, no irritating spawn points and very well balanced spawn points. Great work here HC although I did not expect any errors here from you. Pick up placement 5/5 Without doubt the strong point to this death match is your pick ups. Everything is in a suitable location, everything is balanced and to top it off you used my DLC gun glitch so its top marks from me for weapon selection. This is one of the best balance of weapons I've found in a DM. There was also an adequate amount of weapons Props and vehicle placement. 4/5 As mentioned before I loved the placement of the army trucks. I like that there was enough cover to move about the map with out being killed too often, the cover you have used served it's purpose and was not to much or too little, it seems to be a theme to this death match but it just has a great balance between dangerous spots and safe spots. I honestly can't see many issues with this, it's just for full marks I'd be looking for something unique and you got the full marks for your rpg and truck combo in the weapon section, I'm classing your army trucks as weapon. 23/25 for this DM. This should be the standard of death match. Well balanced, well though out, plays well, has replay value. It's little wonder you have been verified twice. I've played a few of your jobs and have liked everyone handcuff keep up the good work mate. PEEEEL APPROVED
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Post by kaos1874 on Jul 13, 2014 18:13:06 GMT
Hi Peel, I dont know if its just me but I cant click on the links to view the jobs, can you check out
Ps...great details!
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Post by PetitesFrites on Jul 13, 2014 21:56:09 GMT
The links weren't working for me either
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
|
Post by Peeeel on Jul 14, 2014 0:50:50 GMT
I'll sort them in the morning lads.
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 15, 2014 18:16:07 GMT
This was co-judged by myself and King of Curlys. Both reviews will be done independently. Water and Power Game Mode: TDM Teams: 2 Players: 2-6 Settings: Default (10 minutes/no score/Forced + Pick-ups) socialclub.rockstargames.com/games/gtav/jobs?missionId=gOHXczADe0iUrffz9EMnSg&platformId=2 Water and Power Basics 1/5 I don't feel as though a lot of thought has gone into this map. (I'll explain further in the review). The location looks good so you get marks for that although I don't think it's been utilized well. I thought a lot of things were wrong in this death match although it is fixable if you're willing to put the time and effort in. Settings 2/5 The name was fine. The description I feel need some back story as too why the winner of the gang fight will get free power for a month, seemed a bit random. I felt as though the death match was too long. I felt as thought the map should have had more players. 6 was not enough, the location you have selected with a better weapon selection could lead to a good battle. Spawn points and team spawn points. 2/5 The team spawn points were fine nothing wrong with the nice and simple. The spawn points for me didn't work. They may work better with more player but it just felt like forever before I come across anyone. I'd probably recommend more sawn points nearer the action zone.(around the rooftop area). Pick-up placement. 1/5 Auto-shotgun only for this map just never worked for me. This map needed snipers and rifles/mgs. I don't know if it will play better with more people but I found most shoot-outs to be pretty long range, so not great for the auto-shotgun. I can't remember finding finding any armour of health after looking back there was three health pack and two were situated beside the general re-spawn areas. The armour also seem to be out the way of the general fighting area. Props and vehicle placements. 1/5 I found a few props, a few that looked like they had been place to climb yet you couldn't use them to climb? I found one prop that had access to the roof. You tube stacking. There was no props placed in the battle area, although the area was pretty well covered, I'd still like to see props in open areas and on the roofs etc. Props are there for a reason, I get upset at the 50 limit so please don't go wasting props. 7/25 This jobs needs work, don't get disheartened you have found a great location, however you need to go back and put some real effort into this job. There is potential in this location, a job's never perfect, and no creator is ever happy with their jobs so just get back to it, sit down think about the map, play it out in your head, think where it can be improved and then load up the creator. Failing to prepare, is preparing to fail.
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 19, 2014 20:20:43 GMT
DAMND, on 07 Jul 2014 - 12:10 AM, said: Glad to see you starting this, guys! I haven't checked in with the approved races thread because I've been making more DMs and Captures (btw, I'm working on some edits you suggested, Stronk!). I'll throw in my recent hipster event weekend job. You Can't Fight City Hall Link: Type: Team Deathmatch Teams: 2 Players: 4-8 Time: 10m Target Score: 25 Lock Weapons: Forced + Pickups Forced Weapon: AP Pistol You can't fight city hall. Basics. 2/5 The map was too big imo. I found myself looking for players for too long. However both are easily fixed by adding more players, this is at least a 16 player map, to put it into prospective, I've three 16 player maps this DM's location. Settings. 4/5 The picture, name and description was fine, I'd suggest maybe explaining the death match if possible, it's a really big map, knowing that from the description would help players start better. Good kill limit although it may need adjusted with more players Good starting weapon. Spawn points and team spawn points. 2/5 Team spawn points were fine. However for such a big map I found the spawn points miles away from the action, I'd look to get more central spawn points they all seem to be on the outskirts of this huge map. Pick-up placement. 3.5/5 I can say from what I found it seemed to be a well balanced weapon selection, however weapons did seem to be few and far between although that was mainly due to the size of the map. Props and vehicle placement. 3.5/5 You clearly put a lot of work into the placement of the vehicles to match your description fair play. Although there did seem to be a fair few random things lying about made the map look messy, buses and fences for example. Your prop placement seemed fine in the area I tended to spawn in so top marks for that. 15/25 I'm not sure what I'd suggest for this job, it needs more players for sure, but it might even need reduced. I'd say play about with the player setting before changing anything fundamental abut this DM. If you change this DM I'd be happy to stick it back on my list.
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 20, 2014 16:05:36 GMT
SaveTheZombies, on 09 Jul 2014 - 7:51 PM, said: I do love custom DMs. If you need an extra body, friend me. I'm savethezombies on psn too. I would love to join these, clouds willing. Flukey really appreciates the advice you've given him on his races (he tells me there's one I should post on that thread when it opens up) but in the meantime there is a TDM I need some advise on. I already put my best TDM on McKeever's thread and I don't want to be redundant so here's one that I really like and apparently many others do too but it's still a first draft and could probably use some refinements...and maybe exploding gas tanks. EDIT: Ice Cream Man eam Death Match 2 Teams 1-16 It's going to be set to forced+Pickups no matter what I do so I left enough weapons but it's just as good with Owned+Pickups 10 Mins 20Kills If I got this up too late and you already started checking out Underground, I'll switch it back. Enjoy. Basics 3.5/5 I fell like a lot of work went into the revamp of this job top marks for that mate, I enjoyed this DM a lot more the second time round and also felt less disorientated. I like the location, the tunnel offers for some great shoot-outs. The only gripe I had balance wise was the tunnel, it has a sticky bomb on one side of the float pile and a grenade launcher on the other, if used wisely could offer one team a huge advantage. Settings. 4/5 A good game, and a great description, the only thing I'd echo from previous reviews is the description fails to describe the job. Although your description is good enough to look past that imo, it's not a complex DM. The trigger was fine. The amount of players was perfect, I'd imagine the more players the better for this map. Think all the settings were well balanced. Spawn points & team spawn points. 4/5 Team spawn points were fine, although this DM would be good with a McKeever style duel at the beginning, each end of the tunnel perhaps?(Just a suggestion) Spawn points were mostly fine I did however spawn away from my team a few occasions. Do you know the spawn point glitch? If so I find using it too add more spots to each team normally fixes this, but I know there is sometimes nothing you can do about this so I never marked you down. Pick up placement 4/5 A good selection of weapons, well balanced and well played, each weapon seems to have its place. As noted only a slight gripe in the tunnel with the grenade launcher. I liked the armour placement and feel you get away with having no health pick-ups on this DM. Props and vehicle placement 4/5 I liked the prop placement in this, I've used a similar style in a few DM's, almost forces you into the action zone and offers balanced cover for a nice shoot-out. 19.5/25 Good work mate, all the correct fundamentals for a well balanced DM, the revamped job plays a lot better imo and has a great balance, this job is at the minor fixes stage and should played about with too much more. If this was my job, I'd be tweaking a few things experimentally until I was happy, but as I've said before no1 is every happy with their jobs, good work mate. Peeeel Approved
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 23, 2014 22:51:31 GMT
BitPieStudios, on 13 Jul 2014 - 12:13 PM, said: I posted this in the beginnings of the race approved thread before it was umm... an approved race thread, lol. Sky Ship Galaga
free for all sky deathmatch 2-4 players 20 kills, 10 minutes (can't remember clearly...) forced + pickups also I would love to play and review deathmatches here. note, however, I won't be able to play often, but i'll do as much as I can. UuU Sky Ship Galaga Basics 4/5 A lot of effort as gone into to making this map top marks for being creative with the stacking, I've never managed to make a flying map that I've been happy with. I'd say this is pretty unique, obviously the flying map isn't the unique part, however the way the death match plays and evolves is very unique. I'd say this death match was very well balanced until the shotgun was found, I think it was a bit over powering for the map. Settings 4/5 Love the name, great reference to the old Namco arcade skyship game. Trigger was fine. The amount of players was perfect. The time and kill limit works perfectly, gives the death match time to evolve. Spawn points and team points. 5/5 I never had any problems with your spawn points, the location is limited, so you've done a great job with the spawn points. Pick up placement. 3/5 As mentioned before I felt the shotgun was a little overpowering. I did however like the melee battle at the start, and I thought the sniper was needed to balance against the helicopters. I found the pistol pretty ineffective, however worked for the DM. Health and Armour placement was fine. I thought you could have added a few more parachutes you'd probably get away with one more, I felt it took a while for it to respawn. Props and vehicle placement. 4/5 Obviously the map has been created with props so top marks for creativity. I think the helicopter placement would be more effective with more chutes on the map. I would say I found it hard to get good cover when other players got into the helicopters, possibly move the yellow container 90 degrees so you can take cover and fire back. 20/25. Really creative and imaginative job, I'm looking forward to playing this with my regular crew mates as I played it with random's and they never really managed to evolve with the death match. This will save me making a flying map job so thank you for that. Peeeel Approved
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 25, 2014 15:13:45 GMT
RogerFH, on 14 Jul 2014 - 04:24 AM, said: Let Me In (TDM, 2 teams, 4-16 players, 10mins, Target 25) I always play it with weapons set on Owned + Pickups, but somehow the default is always set to Forced Micro SMGs + Pickups, so IDK Let me in. Basics 2.5 A decent amount of effort has gone into this death match. The location choice is good. Different for the usual opera house maps. I made the mistake of playing this owned and pick-ups, even if you play this owned and pick-ups you should at least go back and change the owned weapon, the micro smg was useless in this map. The balance of the death match is slightly off, one team can gain access to the roof a lot easier than the other and it becomes a slaughter as one team is running about with an uzi. Settings. 2.5 An okay name. A brief description, however does the job, just very basic. Again change the owned weapon. The time and kill limit were fine. Amount of players was fine. Spawn points and team spawn points. 3.5 As mentioned before the one team picks up an early advantage in this death match. I'd personally change the car park, and have both team start there. Spawn points were ok but I did fell they were all on the out skirts of the map, and it took a while to get back to the cation maybe adjust them slightly. Pick up placement. 5 Good weapon selection, every weapon seemed to have it's place. I especially like the placement on the grenade launcher, it's basically suicide if the other team are on the roof. Enough health and armour lying about too. Props and vehicle placement. 3 The car park is very short on cover and very open. I'd personally like to see more cover and more spawn points in the car park. The vehicle placement was very random and I guess that's what you were planning for. It did add to the brief description. 16.5/25. Expand on your description, explain the death match a little more, weapons choice and even add to be played as owned if you can't fix that problem with the forced and pick up thing. Change the forced weapon too, some people enjoy DM's forced and pick up's so you give them both options this way. I'd play about with the car park more, see if you can give it bit more balance, make it slightly harder for the snipers. It's a pretty good job and would be easy to fix.
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 25, 2014 15:58:47 GMT
mechluvin89psn, on 12 Jul 2014 - 10:48 PM, said: Lumberyard Battlefield TeamDeathmatch 2-16 players 2 teams default settings im new to DMs but i think this ran smooth Interesting playing this, I have a map here and it's one of my favourite jobs. Basics 5/5 I like yourself decided not a great deal of props was needed for this location. The location is great, it's so balanced you could drop spawn points and weapons here and it'd still be a good death match. Balance was perfect in this. Settings.3.5 Good name. Description does it's job but very basic. Perfect amount of players, however I'd change the settings to 6-16/8-16 just better for the hosts. Time was fine, I like a kill limit on my map as nine out of ten times is very close scoring, just something to think about. Spawn points and team spawn points 4/5 Team spawn points were fine. Spawns points were good. good job. (Your spawn points are a lot different from mine so it was kinda weird playing this but nothing to worry about.) Pick up placement 4/5 Pick up placement was good apart from the RPG, just take that out mate. I used a different style than you for my weapons, however it's very well balanced and the weapon selection works well for the area, good work. Enough armour and health. Props and vehicle placement. 4/5 It was interesting I felt you missed a bit of cover at the south side of the map. It's a long stretch of land to have no cover. However I will add I liked a few of the placement you used in the tunnel and on the conveyor belt. Even has me thinking about editing that job for the first time in a while. 20.5/25 Very good job if you have just started creating death matches, I'd look to add a little more cover and take that RPG out. Other than the jobs good, well balanced, good weapon choice, no problems with the spawn points. A few tweaks and this job will be awesome. Peeeel Approved.
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Jul 25, 2014 15:59:08 GMT
handcuff_charlie, on 15 Jul 2014 - 08:38 AM, said: Bloody Sea of Galilee TEAM Deathmatch 2 teams Default settings Basics 5/5 A lot of thought has gone into balancing this job, every detail has been though out in this, it's a pretty ridiculous job, in a good way and from a death match creator and player point of review. The location choice is really good. This death match works perfectly in totality. Settings 5/5 Love the name. The description is fine. Time was perfect, although I'd have played this longer. The amount of players was perfect too. Team spawn points 4/5 The team spawn points were fine. The spawn points, were good, never found any in stupid places, they weren't all on the out skirts they just worked in this location I wouldn't change them. Pick up placement. 4/5 Love the Gusenburg for this death match! Works really well for the death match. I don't think you need the sniper location in the to be honest mate, not sure what it brings to the death match other than encouraging camping. Armour and health was well balanced. Props and vehicle placement 5/5 Really, really good use of props! This map actually gave me a few idea to improve a few of my maps. I loved the placements of everything in this death match. This is a very well thought out map. One of the best I've played so far. 23/25 Perfectly balanced, great and unique weapon selection, why did they patch this :sui: . This job should be played by everyone at least once as it's a great example of how a job should be created. Personal favourite for me. Peeeel Approved
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Peeeel
KAPE Representative
Statistically nine out of ten...
Posts: 429
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Post by Peeeel on Aug 2, 2014 12:59:21 GMT
Lazer Force
Basics 4.5/5
Clearly a lot of work and thought has gone into this death match, works very well. I like the location choice, I've an isolated car park I've been experimenting with recently. The death match works in totality. (However I personally think this would be one of the most awesome death matches ever with an AP,) There is a perfect balance to this.
Settings 5/5
Title and description is perfect. Works well and explains the death match. Trigger was fine. The amount of players worked well. Time and Kill limit settings were fine.
Spawn points and team spawn points. 5/5
Work perfectly in the area. Top work, it's very difficult to have an interior death match with perfect spawn points.
Pick up placement 3.5/5
The weapon placements were fine. However I do think this would work better as an AP death match. I think you need to make the health and Armour more central so players have to take a risk going for them.
Prop and vehicle placement 4/5
The prop placement works great for the Lazer gun theme.
22/25. A good death match that can be a lot of fun and has a lot of replay value, if you do change this to AP let me know mate. At times there is maybe a little too much cover and it leads to a lot of camping, not a bad thing, just not what works for me. I'm sure most players will enjoy this well worth a play.
PEEEEL APPROVED
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Post by Fidelia Abate on Dec 7, 2021 18:59:36 GMT
Здравствуйте ув. Boss! Предложу поднятие на 10-20 пунктов позиций в поисковиках. Цена всего 400 ру. Качественный ИкС. Отчётность. Прогоны сайтов от Профессионалов! Хваленые БаЗы. Контакты: Telgrm: @exrumer Skype: XRumer.pro WhatsApp: +7(977)536-08-36 mail: support@xrumer.cc
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