THE GAME CUSTOMIZATION NETWORK: FPSB | RTSB | RPGB |
Bored? Lonely? Find a home on FPSB. | SUBSCRIBE
 
Assessments
Below are the submissions you've assessed and the feedback you provided with your assessment. Your statistics will rebuild daily.
Page of 99   1 2 3 4 ... 97 98 99 Next Page
Submission Assessment
Maps > http://www.fpsbanana.com/maps/117020
This is a beautiful map, wonderful use of brushwork, textures and custom models. Its nice to see a complete map on FPSB, always a good change from the norm.

I must say its hard to find any issues with this map, you've done a very good job here and its only minor things that I could see.

Visual Stuff:

I noticed this odd shine at the other bombsite and checked it out with the cubemap command:

Seems there is a solid white strip in the cubemap image, I'm not sure what could cause this, areaportals maybe? I don't know how you've constructed the map but maybe it'll make more sense to you.


Gameplay Stuff:

Simple boost and your on the metal grating above bombsite A. Player clip might be appropriate here.

Aside from those two things I can't find any other faults with this map, you've covered all the basic requirements for a map - story, layout, lighting, textures, models, soundscapes, radar over and excellent optimization.

I look forward to seeing your next mapping project. Your work is astounding to say the least. Bravo!

Oh, and if you want some better screenshots for your submission I have these ones available. Yours seem to have a whitewashed look to them.






Approved
9.7/10
Maps > http://www.fpsbanana.com/maps/117055
A note for future submissions but its best to limit the rating criteria to only a few options, helps as many have overlap in what they're related too. And it helps keep your score higher as they are averaged, generally anyways.

Visual Stuff:

Missing Texture, I assume its some sort of logo/decal of yours?

Lighting - Its a basic part of any map and a requirement, fullbright maps are not completed maps by any means. There are some tutorials about including different light styles into your map available here:
How to add sunlight

Using Env_sun to add sunlight

Volumetric Lighting

A Discussion on Lighting

Lightmaps

Adding HDR
Something else to consider is learning how to create a proper radar overview image to replace that green square in the top left corner. I'd recommend using Rokusho's tutorial on the subject as he explains it quite well.

Small odd thing in the one building you have with the drywall walls etc, is that there are no doors within that hall so why does the hall exist :P

Gameplay Stuff:
You've got a simple layout for the map but the bomb site itself isn't clearly marked aside from ones position in the radar.

The limit to 4vs4 teams isn't such a good idea. Generally you should add at minimum 16-24 spawn points. There are very few servers which only run with 8 people in them so maps without enough spawn points to accommodate all the players on the server get removed really quickly.


Still, not bad for a first map, just don't stop learning more about the source engine :P there is always room for improvement.
Approved
5.2/10
Maps > http://www.fpsbanana.com/maps/117106
First off I feel I should tell you that the authors of any custom content(Models, Prefabs, Textures etc) you've used should be listed in the authors list of the submission alongside your own name.

Visual Stuff:

For this model the shadows really should be disabled and an overlay used to mimic the shadows of the leaves.


I'm looking at a blank wall and getting really bad frames which should never happen given my computer specs, so I did a quick check and noticed you haven't done any optimization work on the map so everything is pretty much rendered on the computer at once.

I would recommend reading through this guide - Map Editing Optimization Guide - so you can take these techniques and practices and apply them onto your next map.

Gameplay Stuff:
In all honesty I have to say that this isn't so much a 'de_' map but rather a prefab playground of sorts. Theres only the one bombsite and it's CT Spawn. The room itself is not exactly an easy one to get into due to there only being 2 small doors which are very very easy to defend.

The map is just a large open square when you get down to it, not much in the way of a layout per say. The map doesn't contain much balance for gameplay. Very heavily CT sided map.

All in all its an interesting map for testing out your prefabs and entity work, but not much aside from that I'm afraid.

Something to consider next time would be to look into creating a proper radar overview so the green texture will go away. I'd recommend reading Rokusho's tutorial on the subject here.
Approved
5/10
Maps > http://www.fpsbanana.com/maps/117011
Very nice for a first map, few include lighting or props so well done. You seem to have the basics down pretty well, something to consider next time would be to look into creating a proper radar overview so the green texture will go away. I'd recommend reading Rokusho's tutorial on the subject here.

Now, onto aspects of the map itself,

Visual Stuff:

Hole in the wall, probably from some nodraw brushes cutting into it and the reflection of the sky stands out a bit too much, needs a cubemap in that area.


Shadow is very out of place for this prop, just disable its casting shadows in its properties.


Seems to be a hole in the map after destroying the wall

Gameplay Stuff:
In that last screenshot with the destroyed wall there is one issue I noticed which is a touch annoying. The brushes of the broken wall can stop/launch players forwards/backwards so it would probably be best to set them to be non-solid to players so their movement isn't as glitched and so they can go through the gap without having to to some odd jumps etc to get through it.

The maps fairly small - which is fine for a first map - but its extremely small for a 'cs_' map with only one hostage so I can't see this map playing well with more than 2vs2 or 3vs3 teams as it would become too crowded and the choke points would just be camped by the terrorist team.

Speaking of the Terrorist team, they're trapped in there with the hostage until the Counter Terrorists blow up the wall. There is no other way for them to go on the offensive so to speak, your kinda forcing them to camp and wait

Structural Stuff:
I couldn't help but be amused by your spiral stairway to nowhere :P Theres no doors hinting at other rooms etc up there

The vents in your map are extremely wide, the only time I can think of seeing them constructed that way would be in a large industrial building, you can probably limit their size to the standard's you see in assault or de_prodigy.


As I said, for a first map this is really impressive; however, there is always room for improvement so keep at it :P

Oh, and remove the 'me' from the authors list. Just put your name as when you click the text it searches all submissions for that text.
Approved
5.2/10
Maps > http://www.fpsbanana.com/maps/116757
Can't port maps between valve games.
Disapproved
Maps > http://www.fpsbanana.com/maps/116269
Okay, this is just de_contra but you changed the bsp name, there is no difference whatsoever and you havn't even tried to credit the original authors of the work.

Just what are you doing?
Disapproved
Maps > http://www.fpsbanana.com/maps/115921
Very nice,

May I ask where you found the tree models?
Disapproved
Maps > http://www.fpsbanana.com/maps/114342
You used quite a bit of greyfrogs work, you should credit him in the authors. Also, you only need your name once, not 4 times :P
Disapproved
Prefabs > http://www.fpsbanana.com/prefabs/4164
I'm afraid you're not the author, Valve is.
Disapproved
Maps > http://www.fpsbanana.com/maps/113930
Beautiful. I'll have to squeeze this into my schedule and play it.
Approved
9.1/10
Page of 99   1 2 3 4 ... 97 98 99 Next Page