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Post by PetitesFrites on Jul 17, 2014 15:40:03 GMT
During the summer (until mid-August), I am looking to play and review other peoples’ (PS3) jobs with my crew. This thread is purely for the reviews so if you would like to leave a job link for me to play and review, then please post it in this thread here – kape.boards.net/thread/78/weechips-jobs-play-review
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Post by PetitesFrites on Jul 17, 2014 16:01:27 GMT
Water and Power socialclub.rockstargames.com/games/gtav/jobs?missionId=hk_wy_nnRUar06wWMbM2Lw&platformId=2Details- Team Deathmatch
- 4 - 8 players
- 2 teams
- Forced and Pickup
Basics: 4/5 I’ll give you the 2 points purely because I thought the location was quite an interesting choice for a deathmatch. Other than that, I don’t feel much other thought went into ‘creating a map’ I’ll elaborate on that further in the review. You have created a very realistic and natural looking map. It was a good location for a shootout. Settings: 1/5 The time limit was too long for the 4 of us playing but even if we had 6 players, this would be too long. The time limit would be fine if the DM was for a bigger lobby. 6 players MAX. is, for me, a waste of the location’s potential, would work better with more players even if nothing else was changed. I didn’t like the weapon choice but I’ll elaborate on that in the placement section. I’m giving the 1 point purely because, the settings I didn’t like, could be easily sorted. Spawn points and team spawn points: 3.5/5 I can’t really take much away here. The team start points were fine and standard. The spawn points, from what I could see, didn’t have PEOPLE spawning next to each other or allow for spawn killing, although there were a few gripes. The reasons I took off points is that there were a few spawn points that were not well covered from potential spawn kills (if the other team is already on the roof). Also, there could have been a few better placed spawn points (on the roofs, next to a game changing weapon, in the action zones, sneaky spots, better covered spots). The last reason (which I didn't really mark you down on, hence the .5) is that when you spawned in, it could take a while to find people (this can be instantly sorted by changing the settings to more players) Pick-up placement: 1.5/5 Unfortunately, along with only 6 players, this was the biggest problem. I love an auto shotty but using this as pretty much the only weapon, did not suit this map at all. The grenades (the only other weapon) seemed to be only on the roofs, whereas if some/more were on the ground, it would be easier for a team to take back the roofs from the other team. The health packs and armour were badly placed, might as well have not included them. The roofs were over powered due to your placements (armour, shotguns and grenades Vrs spawning on the ground with a shotgun) I’m giving my points purely because the grenade is a good choice of weapon for this map and that the shotguns were, generally, placed in decent enough areas Props and vehicle placements: 4/5
I feel harsh giving 0 but I don’t remember seeing any props and if there was, they seemed to serve no purpose. Not every map needs props and as such I’ll give points for a creator’s deliberate choice of not using props, only if the map is better this way. However, I felt your map could do with a few well placed props. Again, your prop usage was good in creating the map. There are however, a few props that I think could be better utilised to make for a better gunfight. WeeChips' Total Score: 14/25
I am aware that my review might seem harsh but honestly mate, I’m just giving you some suggestions on how to improve your job, in my eyes. I'm not any type of creating authority, just my opinions. Some quick fixes for you to consider; • Set it for a potentially bigger lobby • Add some spawn points to the roofs • Add some rifles of any kind • Add some props to the roof to coincide with the roof spawns to encourage a good shootout. Next job up for review Lazer Forcesocialclub.rockstargames.com/games/gtav/jobs?missionId=TKTLul1yu0CdM7eEo5lkWg&platformId=2
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Post by PetitesFrites on Jul 19, 2014 0:48:18 GMT
Lazer Force socialclub.rockstargames.com/games/gtav/jobs?missionId=TKTLul1yu0CdM7eEo5lkWg&platformId=2Details
- Team Deathmatch
- 2 - 12 players
- 2 teams
- Forced and Pickup
Basics: 3.5/5 I liked what you did with the location. I have played a few deathmatches in a car park but not one using just a small closed off section. I enjoyed it when I played it. Settings: 3.5/5 The time limit was fine. The player settings was fine. You always started with a forced weapon, so that's good. The weapon choice was alright but ultimately a bit pointless apart from serving as ammo. The best deathmatches always utilise the forced weapon. For the theme you are going for, the AP pistol is best suited as the forced weapon especially as it quickly becomes the weapon of choice once everyone has one. Spawn points and team spawn points: 4/5 I can’t really take much away here. The team start points were fine and standard. The spawn points, from what I could see, were mostly fine. There were a couple times people complained about getting shot basically before they have even spawned in. The only way I can think to sort this in such an enclosed area is to try to space out spawns more and/or place every spawn point in/or very near to cover. Pick-up placement: 3.5/5 The weapons were, from what I could see, in sensible areas with sensible space between them. I took away half a point because I think this map would be more fun if you had some shotguns(not assault) and/or grenades placed around the map as well. However, I understand that this deathmatch has a theme behind it so only using pistols makes sense. I think that if this deathmatch is going to be pistol only, then you should make the forced weapon and the pistol pickups all the same kind. The pistol/combat pistol is just no match for the AP pistol so in order for more balance, I really think you should make this adjustment. I don't think it matters which pistol you make the only one to use but for your theme, I would go for the AP pistol. Props and vehicle placements: 3.5/5 I thought that you made good use of prop placement. They all seemed to be in sensible areas and made for some good shootouts. I only took off points because I have played some jobs in the past, that are also in small locations, that I felt used the props superbly and were a 5/5 and that yours wasn't quite at that level yet. I thought yours was good though so don't be disheartened. WeeChips' Total Score: 18/25 I enjoyed this when I played it and generally speaking, so did the people I played it with. We got 12 players for it and it was a good laugh. My biggest gripe really was the 3 different pistols. Use one type pistol and this would play so much better. If you were looking to go off-theme a bit then I would consider adding shotguns and/or grenades. I think if you could try and make your prop usage even better and really think about how you could lay them out for a more intense shootout then your job will realise it's full potential. If you change a few of these things then I could see me playing this regularly. Things to consider; • Use one kind of pistol (not much point having the 3 and it's frustrating changing guns every respawn) • Go off-theme and add shotguns(not assault) and/or grenades • Make even better use of the prop layout Next job up for reviewGTA Ninja Warriorsocialclub.rockstargames.com/member/realhoosier07/games/gtav/jobs/job/ONp6Jv30K0CAURvUXOb7aA?platformId=null
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Post by PetitesFrites on Jul 19, 2014 17:02:23 GMT
This is my first capture review and as such, I have changed the criteria that I am marking and the way I review it. I may look to modify the way I score deathmatch reviews in the future as well. Since we’re talking about it, I have no fucking idea how I will review races (I’m pish at driving and not good at judging races really) but I will when the time comes. GTA Ninja Warrior
socialclub.rockstargames.com/member/realhoosier07/games/gtav/jobs/job/ONp6Jv30K0CAURvUXOb7aA?platformId=nullDetails
- Capture
- 2 – 8 players
- 2 teams
- Forced (unarmed)
- 20 minutes
Job Settings: 2.5/5We played with 6 players although the job could hold 8, I think this is probably the best setting, although I worry 8 players might make it even harder. The time limit was too long(20 mins). I understand that the time is given for someone to actually do it (our team actually managed the only bag of the game with 5 secs to go) but it was obvious that many players had became to frustrated halfway through to bother anymore. Keeping it as a short challenge will help as people can have a quick go and then be done, since most will fail anyway. Actors/weapons: 5/5This was a hard one for me to score, there are no actors, no weapons and none are required. I can’t really suggest weapons or actors to help improve what the job is, I have to give full marks. Props/vehicles: 5/5The prop placement is the creative thing about this map and I could tell that this map must have taken ages to create. I do some glitching with props occasionally but nothing near as intricate, fucked up, clever or frustrating. I have to give full marks here for effort even though I found it a head fuck. Spawns/Team Balance: 5/5The spawns were fine and standard. Both teams, from what I can see started the same distance away and both were unarmed. I can’t think of a way to improve the spawns or balance so I’m forced to give another 5. Enjoyability/replayability: 0.5/5I do not feel like I ever want to play this job again. If I did, it would be to wind up a mate by watching him try to do it. This job is what is what it is so I can’t complain about that but I can certainly say that I didn't enjoy it all that much, it just wasn't for me because it was far too frustrating, too long and too difficult. I had more fun getting into fist fights at the bottom since players were shoving me off the obstacle anyway. Don’t feel disheartened by this, it just simply wasn'tfor me so I wouldn't play it again. WeeChips’ Total Score: 18/25Despite not personally enjoying it, I gave the marks anyway because I couldn't suggest better. I’ll say it again, it is what it is. I have a race called KAPE Triathlon. For what it is supposed to be; cycling, swimming, running, it works perfectly. However, it is not really that fun to play after the first couple minutes and ultimately gets a bit boring. That’s the problem with concept jobs like this, they’re not for everyone. They are usually the hardest to make but also the most alienating for mainstream enjoyment. This job did my head in but I understand that it’s meant to and that it is the ninja warrior challenge, so fair enough. I don’t think you need to change anything as the job achieves what it is supposed to but I also wouldn’t expect most gamers to enjoy it all that much either. Next job up for review Battle of the North Shoresocialclub.rockstargames.com/games/gtav/jobs/job/pomdPulBokyw_p4fDDOM6g?platformId=2
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Post by PetitesFrites on Jul 27, 2014 2:08:59 GMT
Battle of the North Shore
Details
- Capture
- 2 – 16 players
- 2 teams
- Forced (advanced rifle) + pickups (RPG + mingun)
- 15 minutes
Job Settings: 3/5Unfortunately, I couldn't get a very full lobby for this one (only 5). I'm hoping to play it again when I can get more players. I think 15 is probably about right, maybe slightly too long depending on the player (10 mins is a good number for pleasing most people). I think you set the minimum amount of player to at least 6, any less and it really detracts from what you've tried to create here. I think you should just set this to owned + pickup weapons as default (with the amounts of rhinos and buzzards, it gives people on the ground a chance). I would still have weapon pickups but I would use every pickup you're allowed and scatter sticky bombs and grenade launchers as well as miniguns and RPGs (this will provide players that haven't unlocked heavy weapons a chance at killing tanks). Actors/weapons: 2.5/5The hookers were a bit random. For the theme you are trying to create, some kind of soldier, specialist or mercenary would be better. Also, they weren't very tough or well armed. If you are going to use actors on this map; use all 10, arm them heavily, give them good weapons, have them closer to the cases. As for the weapons, see what I have written above about the weapon settings and the weapon pickups. The placement of the weapons wasn't too bad but could probably still be improved (maybe stick them next to cases). Props/vehicles: 2.5/5There weren't really any props to comment on. The vehicles I think could do with being altered slightly. I like the idea of a simultaneous air and ground battle with buzzards and tanks but I think you change it so that either you have rhinos placed and each person respawns in a buzzard or buzzards are placed and everyone respawns in a tank. Personally, I think having some tanks spaced out on each side as placed vehicles and then have everyone respawn in buzzards would make for the most fun but that's just me. Spawns/Team Balance: 2.5/5The spawn areas seemed alright but they were maybe too close to home bases as it just meant that if someone got killed, they were instantly on defensive duty and I felt that it should be a place (maybe nearer the centre) where people are caught between attack or defend. Respawning in a tank while also having tanks place, made for a clutter up of tanks and it harder to navigate. Tweaking the vehicles to what I suggested earlier would solve all these problems. I think the balance was probably okay but I had a feeling that the other team's bags were harder to locate than my team's were for them. I'm not sure about that last comment but you may want to double check how fair they are placed. Enjoyability/replayability: 2.5/5I quite enjoyed this job although not as much as I should have with so little players. I would probably play it again but with playing other jobs and my own, I tend to regularly play the ones that most stand out and that I enjoy. There are a few things that would be easy to tweak in this job though that I think would make it play much better and make it stand out more. I've made a quick fix list below. WeeChips’ Total Score: 13/25I liked this but I would like it a lot more and play it more regularly if you implemented the following things; - Set to minimum 6 players
- Set to owned and pickups
- Weapon pickups: grenade launcher, sticky bomb, RPG, minigun (use all the weapon placements)
- Change hookers to something army looking
- Use all 10 actors
- Make actors tough (high accuracy, good weapons)
- Have actors closer to cases
- Make sure cases are placed in equally easy places to get
- Place Rhinos at each base (spaced out so they can't all be blown up together)
- Have players respawn in buzzards
- Have players respawn nearer the centre, away from either base.
Next job up for review Construction Destructionsocialclub.rockstargames.com/games/gtav/jobs?ownertype=member&nickname=dillono&missionId=TDHNtxylLUmtYHAaiVRwXQ
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Post by PetitesFrites on Jul 27, 2014 17:02:03 GMT
Construction Destruction socialclub.rockstargames.com/games/gtav/jobs?ownertype=member&nickname=dillono&missionId=TDHNtxylLUmtYHAaiVRwXQDetails- Team Deathmatch
- 2 - 14 players
- 2 teams
- Forced (Micro SMG?) + pickup (Pump Shotgun, SMG, Assault Rifle)
Basics: 3/5I liked the location, I have always wanted to make/play a deathmatch here before. I felt that you could have utilised the map better in places though. Settings: 2/5I felt that with this being a large map, you should have set this to 16 players. Also, I think you should set the minimum to 6 players, as any lower would make this play badly (we played with 9) due to the size of the map. I didn't like the choice of forced weapon for this particular map. I'll elaborate in the weapons section. Spawn points and team spawn points: 2.5/5I felt that you should have used up more/all of your spawn points since this is such a big map, it would give more spontaneity to where you respawn. The team starts were fine and led to a good gun battle from the word go. Due to the size of this map, I would try to have more spawns closer together as it could take minutes between kills due to people not being able to find each other. I like this location and I'm not sure the best way to go about it myself but I think you can change the spawns and add spawns to make for a better gunfight. Pick up placement: 2.5/5
The placement was generally fine although there were a good few times that it took a while to find a weapon. People spawn quite far apart but there are only a couple places to get weapons and that's at the start. I would scatter more weapons about and also maybe use the placement to manipulate where people spend their time playing on the map so that you can create more confrontations. I feel that you badly need more mid/long range weapons on this map. Micro SMG, shotguns, pistols, greandes, melee should probably all be avoided to make this play as good as it can. Props and vehicle placements: 3/5I felt that the props you used were well place but I would look to using every prop you can since the map is so big. Also perhaps have more respawns in cover. WeeChips' Total Score: 13/25I really liked this location and the props used were well placed. I still feel though that you can unlock much more potential on this map by tweaking the weapons and spawns. Also make sure that you use every prop and weapon pickup available for a map this size. If I played this again then it would be played with owned weapons, I think I might give it a bash again with owned until you tweak some settings. Overall, a decent deathmatch that I reckon could be a great deathmatch with some TLC. Next job up for reviewThe Los Santos TTsocialclub.rockstargames.com/games/gtav/jobs/job/8mbM6RE5GkyQPP79uYzeJg?platformId=2
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Post by PetitesFrites on Aug 2, 2014 12:25:51 GMT
The Los Santos TT
socialclub.rockstargames.com/games/gtav/jobs?missionId=8mbM6RE5GkyQPP79uYzeJg&platformId=2Details- Bike Race
- 1-16 players
- 13.11 miles
Review I'm not really a racer so I can't really think of a good way to score it as such as I don't play or do well in nearly enough races to pass a credible comment about making them etc. I always prefer a bike race to any other for some reason and for the most part I enjoyed this race. The only negative thing for me (and everyone in my crew that was playing) was that it felt too long. One of our crew members was actually looking for a race based on the Isle of Man TT race but he said he felt that it should have been shorter. If you find that people are enjoying playing it this long then fair enough that's cool but if I was going to replay it fairly regularly, it would need to be shorter. If you do make a shorter version then give me a shout. I might make one myself after playing, what was overall, a good race course (just too long for me)
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Post by PetitesFrites on Aug 3, 2014 16:02:44 GMT
The Pines
socialclub.rockstargames.com/member/dillono/games/gtav/jobs/job/UjKO0JswJk-PrTYr_cinbA?platformId=nullDetails
- Team Deathmatch
- 2 – 12 Players
- 2 teams
- Forced (combat pistol) + pickups
Basics: 3/5I liked the location for the death match, reminded me of a few other KAPE jobs (the hungry games, happy camping and Battle Royale). However, I think with a bit more thought and effort in some areas, you could have a really good deathmatch on your hands. Settings: 3/5The title and description pretty much suited the deathmatch (your theme could be achieved better with different props, I’ve elaborated in the prop section). For this DM, I don’t think pistols really have much business, unless it was the AP pistol. I would change your forced weapon to mid range/more powerful weapon to better suit the map (I would suggest the SMG). The time limit and target score was fine for this. I think the player setting is fine although I played this twice and could only get 4 players each time (to make it easier for hosts and so the job plays fine, change the minimum players to 4) If you could squeeze in 16 players (I think you should be able to) then I would make the max 16 as well. Spawn points and team spawn points: 3.5/5 From what I can see, the spawn points were mainly fine. A few quite out in the open in a potential danger area though, could potentially see spawn killing with even as little 4-6 players, try to place more behind/closer to cover. This is hard to judge though as the twice I played it, it was only 2 a side. Pick-up placement: 2.5/5I felt that the sniper rifles were a little unnecessary and a bit of a waste of pickups. The map seems better for a proper shoot out and too many snipers will just make for a camping battle due to the few sniping spots which I think is a waste of the location (there are better maps for sniper rifles). I didn’t think a combat pistol was good for this map either with the other weapons available. Not only that but with only 40 weapon pickups these days, you can’t waste them. We only had 4 players each time and bullets weren’t rife for the pickup. I think good weapons for this map would be; AP pistol, pump shotgun, SMG, assault rifle, and grenades. That is almost your weapon selection anyway but tweaked a bit. You don’t have to but if I was editing this I would have it as follows; · SMG (forced weapon + 6 pickups) · Pump Shotgun (8 pickups) · Grenades (8 pickups) · AP Pistol (8 pickups) · Assault rifle (10 pickups) I think this range and amount of weapons would make for a good gunfight without people always running out of bullets. No health and armour is a gamble but I think it would work on this map. Props and vehicle placements: 2/5
This is the part I felt let you down the most. I liked that you blocked off the road (kinda suited the lumberjack scene fine), it stopped people easily sneaking to the other side or waaay up high for snipe camping. Other than that though, it was like you just got a bit random with the rest. To suit your theme better; I would use more wood piles, the big open dumpster, couple of cabins, maybe change the hotdog van to the other snack van (better for cover) and move it to a better place, have some eco warrior vans nearby (surfer BF), have some industrial/construction vehicles on the lumberjack side. I think these things would give your DM a more natural feel with better cover spots if placed smartly. The vehicles don’t necessarily have to be driven but place them somewhere that people can use for cover and give more of a sense of what team you are on (lumberjack or eco warrior). WeeChips’ Score: 14/25
This is a job with a huge amount of potential in my eyes. If you make any changes to it similar to what I suggested then give me shout as it may become a favourite of mine, almost like ’the hungry games’ MKII or ‘happy camping’ MKII. I really do hope you edit this with some of my suggestions in mind. I think this could be a great job. Some quick fixes for you to consider; - Change the weapon pickups to something like I suggested
- Change the minimum players to 4 and maximum to 16
- Really think about what props you use and where you are placing them in correlation to the spawn points and weapon pickups.
- Change the props that you have used to create a more natural map and give more feeling of team against team.
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Post by PetitesFrites on Aug 4, 2014 17:25:02 GMT
HoRRRse Power
socialclub.rockstargames.com/games/gtav/jobs?missionId=h2CunXN-yEKIOrWF1zWBPw&platformId=2Details
- Super Race
- 1 - 16 players
- 3 Laps
- Non-Contact
- 2.91 miles
Review This was a well made race. It is clear you thought about what you wanted from this race. It was technical without being overly tricky. I'm not a big racer, due to being terrible at driving, so this was a little tricky for me but I could see racers loving it. The first two laps I tried not using the ramp and found that just as fun as using the ramp on the third lap. I finished last as usual and was lucky to finish at all. I have never yet made a car race, only bike or BMX races. I enjoy bike races, if you have any good ones, give me a link and I'll review that as well and could possibly even offer some constructive criticism on a bike race. I would definitely recommend this job to people that enjoy races and I plan to start it up next time I'm playing with a couple of racers.
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Post by PetitesFrites on Aug 6, 2014 18:31:02 GMT
SWAMP Warzone
socialclub.rockstargames.com/games/gtav/jobs?missionId=R1hynrjj_US145necHD08w&platformId=2Details- Team Deatmatch
- 4- 16 players
- 2 teams
- Forced and Pickup
Basics: 3.5/5 I really liked the location, I have been trying to create a job here for a while but haven't finished anything I'm happy enough with to publish. I like the setting and that the swamp slows people down, making it intense and different from most other locations. Personally though, I think it would play better if both teams were on either side of the boatyard/dock thing while also being on the same side of the water. I would place some spawns across the water and that but start on the same side and have most spawns there.
Settings: 3.5/5 The settings were fine, 4 - 16 players is good for the map size. I would say that you need at least 6 players for this to play okay but with the 4 minimum, it should make it easier for the host to get a fuller lobby (quick job players don't get added until the minimum is reached meaning it's actually easier to get 8 players with a 4 player minimum than it is with an 8 player minimum) I honestly can't remember the forced weapon (Combat MG?)but I don't remember it being a problem.
Spawn points and team spawn points: 2.5/5 I think the spawns were fine overall but could still be improved. With things the way they are, people just stay on their own side in cover and shoot, not much moving around. the water is too dangerous to cross (I've suggested ways to improve this below). I think starting both teams on the same side of the water would make for a more varied shoot out on each playthrough rather than just shooting across the water each time. Have some spawns across the water and on the island but mainly on either side of the small boat dock. Also on a map this big, I would suggest using every spawn placement available (I don't think you did). If 16 players play this then there isn't much variation on where you spawn and this is a huge map.
Pickup placement: 4/5 I don't remember ever running out of bullets and pickups seemed easy enough to get to once respawned so that was fine. The weapons seemed balanced and appropriate.
Props and vehicle placements: 1.5/5 I felt this part let you down mate. Even if you didn't want to change it so that both teams were on the same side of the water or even if you do, I feel like you should have some 4 man dinghys in the water so that players can cross the water quickly and also add to the battle. This seems to have kinda an army/military feel or at least a mercenary fight. Have more vehicles to cross the harsh terrain, have army or mercenary vehicles. Have vehicles so that if shot, they explode near enemies, creating even more of a warzone. Have a bit more cover, there were only a few good spots and due to rampant snipers, it was important to find cover. I liked the use of the buses though, nice touch and nice cover. Whether you move the team starts or not, why not use props to build wee cover bases for each team or something? It didn't seem like you used every prop placement available, use them all, even if it's just some sandbags near spawn points for instant but vulnerable cover when you respawn.
WeeChips' Total Score: 15/25 I liked the idea and the location but I still feel that you could utilise the map better and use more of the creator tools to improve it. I reckon I'll play this again but I know for fact I would if you made the changes I suggested. Still a DM I would recommend to people but still has so much more potential.
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Post by PetitesFrites on Aug 7, 2014 19:16:14 GMT
Sky Fortress Nova
socialclub.rockstargames.com/games/gtav/jobs/job/ROIR2GVlsE-JleqWIMO4lA?platformId=2Details- Normal Deathmatch
- 2 - 5 players
- Forced (unarmed) + pickups
Basics: 3.5/5I have played a few sky maps but usually, other than being high, the location could be anywhere. This map actually has thought into where it is built. I like the concept of it. I like the detail and structure of it but I just felt that the map wasn't big enough, even with the low amount of players. Either that or the spawns could be placed better but I'm assuming that there isn't much room for maneuverability for spawns on this small map. I think this could probably play better as a 4 player map. I am still scoring you fairly high because of the thought and the how well it is crafted. Although the 3 times I played it, it didn't play well for various reason, I'll try to elaborate throughout the review. Settings: 3/5
I felt that starting unarmed was pretty tough for this. I felt the player limit should be fine but that the map ended up being too small for 5 players unless you want people to be able to spawn kill easily. I would change it so that a pistol/combat pistol is the forced weapon or even a shot gun, just something to arm everyone from the word go. The time limit was fine. I would perhaps adjust the target score to higher than 10 or just do without. Spawn points and team spawn points: 2/5I felt that it was far too easy to either spawn kill or be spawn killed. The map just isn't big enough and not only that, it's almost impossible to get up or down without being killed quickly meaning that there could often be standoffs in which nobody gives up position. I don't know if you could increase the map now, I imagine it would be too difficult. Perhaps lowering the max players to 4 will help. Pick-up placement: 2.5/5
I feel that where the weapons are, is fine but I think the weapons are a bit unbalanced. A pistol doesn't stand a chance against an AP. I think next to the sniper rife, should also be a standard gun. Starting with a sniper rife is fine but it's not good to shoot with at the start. The only time you might possibly need one is if someone is far away in a helicopter or on ground, which isn't much, you wouldn't get much time to take a shot anyway on a map as small as this. Also, the parachute is good if you fall off but it isn't easy to get back up or it is very easy to get stuck somewhere with no way back up. This means that suicide is the only way out and that's if you're lucky enough to be able to. I know there are helicopters but they are hard to find. I guess that without the parachute it is much more costly if you fall and I think just removing them would be better although I know they are there for access to the helicopters etc. It's hard to want to deliberately want to commit suicide in a DM when it affects your score so much. I would probably just have one weapon throughout this DM, whatever your forced weapon is, also make the only pickup available (apart from maybe health and armour). I think this would balance it better and decrease any need to switch weapons when you spawn back in (usually allowing enough time to be spawn killed). Props and vehicle placement: 4/5I don't know how many new comments I can make about this. It is a brilliant creation, well crafted and in a good location. However, I still felt it should be a bit bigger. Also some extra cover on the map itself as there isn't much. It is quite hard to get up and down without either falling or being killed quickly. I have always felt sky maps with ramps between levels work better. WeeChips' score: 15/25Overall, I loved the creativity and still feel this job can offer more. I played it 3 times though and never really enjoyed it any time. I do like maps like this though but this one didn't quite work for me. I think a few simple things would sharpen it up and maybe then I could suggest more because I do think there is better games to be had on this well-made map. Some quick fixes for you to consider; - Change to 4 players MAX
- Re-adjust spawn points to have much less chance of spawn killing.
- Adjust the cover, maybe use smaller things than the cabins for cover but with more of them.
- Change the forced weapon and the weapon pickup to the same thing and make it a one weapon DM
Get rid of the parachutes although I know this would mean the helicopters and location choice would be pretty pointless so it's a tough call
Not sure if you should get rid of parachutes or not, potentially problematic in terms of ending up somewhere with no easy way back up, especially when it's first to 10 kills but needed to access helicopters etc. Maybe the map is too ambitious for the small size of it, maybe just keep it as a shootout in the sky.
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