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Assessments
Below are the submissions you've assessed and the feedback you provided with your assessment. Your statistics will rebuild daily.
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Submission
Assessment
Skins >
monkey
Cute monkey, nice animations and everything. Very nice. Makes me want to play the map again :D
Approved
9.2
/10
Textures >
lava blend
Very nice, to make the texture emit light you would just need the code to go in the lights.rad file,
still, original and very nicely done here. Good to see more actual custom textures coming in.
Approved
9.8
/10
Threads >
A change to the Babe Gallery
2 makes the most sense, if people want to look at that stuff then they can find it themselves, I don't really need to see those and I don't care who looks better.
Take it someplace else.
Approved
0
/10
Maps >
ze_thelostworld_redux
I must say I am very very satisfied with this map, almost makes me want to load up another zombiemod server again, but I don't have quite that much time heh.
Still, this map has everything you could ask for considering the theme, any fan of the movies will appreciate this, shame no raptor attack when turning on power a la JP1 :P
The custom models and entity work make this a beautiful map, however the brushwork could still be better, for instance, right from the start the ladders to the bridge are nothing but a plain brush textured with a simple grating texture, no ladder type used which is a shame as the start of the map should always make a good first impression.
A little bit more advanced/detail brushwork on the buildings to the same effect that you made the ornate doors would do wonders if you continued in further maps with the Jurassic park theme. I would understand that do to the size of the map you ran out of resources in which to build with, I've done that too.
But also some simpler things too can help, the displacements in many places were rather jagged and lowpoly, crank them up to a power of 4 to smooth them out, you already have a rather limited field of view with the fog so performance will still be fine.
Some of the tree models probally should have had their shadows disabled as it turned the ground black in some areas due to the bounding box casting the shadows instead of the missing collision model most do have. Nothing big though, just something to check later as it doesn't hurt the map here since none were used in the middle of the playarea but just in certain areas around the sides.
Gameplay, well. Its awesome! you have multiple paths that lead to a final escape and music to go with it (PS, since its a direct rip of the track you need to add them to the credits too, if can't find author of song then do film company )
There are several barriers and collapsible ones too that add to the map and also to aggravate other players who then have to backtrack, avoid zombies and make it via the other path.
I can tell a lot of thought went into this and its very well executed, but not quite perfect, pretty much everything can be improved on in life :P
Keep up the great work,
Lost,
Approved
9.3
/10
Textures >
Gras,Dirt and Blend
Nice to see some custom blend textures coming in here. Lovely tools they are
Approved
9
/10
Maps >
dm_substation
I will try my best to download and give this a full run through once I'm back online, if I don't post here again in a few weeks just leave a message on my profile.
I love the texture set used here and the brushwork/lighting is interesting but I have to see it in action heh.
Approved
8.1
/10
Maps >
gg_roman_ggn_v2
Sry, no time tonight to run though the map in-game, have a few family problems I have to leave and take care of for a while, but I'll give a brief summary on what I can tell from the screenshots, hence why this isn't an assessment, once back I'll make a proper review.
Just doing this because I said I would and have put it off quite a bit.
Your getting into normal textures so a big plus there, like really big. Dev textures as nice but only good for showing off just structure to a map, real textures brings it all together.
Texture alignment for that matter, very few bother with it but from the top of the roof structure and the trim along it I can see where you've used it. Never ignore proper texture alignment, always worth the work no matter how menial it may be to do.
Texture contrast is okay, but still a little overpowering with the grey on the interior since the fires lighting is white as well rather than an orange glow, Grey textures fit fine for outside walls, but some more vivid colour decoration on the inside would be nice.
The top roof section appears to have brushes overlapping to make it, not so good, but until I see it ingame I cannot suggest or post an example of how it could have been done without overlap.
Gameplay, can't comment till load in-game to see from all perspectives along with scale of players and so on.
Lighting, again need to load in-game to view it.
For the moment, 7-8/10 perhaps.
I'll get to it once I'm back fulltime again, for now at least theres those comments which I'll add to and delete this one for an assessment post.
Approved
7.1
/10
Maps >
aim_crooked_b1
Trying this out this week, will give a full review by the end of the week or earlier, Only have 4 maps to do so shouldn't take long.
*See above post
Approved
7.1
/10
Threads >
Things People Need to Shut...
Worthy of being said, well written and some good little points there I have to admit.
and also, good line :P
No i am not a fanboy, i hate everything equally.
Parrots.
Approved
0
/10
Textures >
aim-ag-tex Multi Tex-Colour
Smart idea with the pack, good that it replaces all existing maps when installed. Those looking to break up the now bland orange maps can do now.
Simple and effective. Very nice collection of available colours. Perhaps one collage screenshot showing all of them rather than just the simple 3 you have now.
Approved
8.6
/10
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