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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
Sprays > Zombie Chuck
Detail: 2/10
There's not much detail at all; it's small one color, and blurry. Not to mention, the top right corner is cut off. Also there is a very well defined square shape.

Originality: 0/10
A various obvious rip off of "No zombie is safe from Chicago Ted" trying to appeal to the Chuck Norris fad. It may just be my opinion, but it's tired and old. This is not original at all.

Style: 2/10
Not much is stylized either. To me it looks like you simply used Photoshop and a brush with zero hardness and wrote out the lettering; hardly any effort at all. It's single tone, and I'm sorry, but also pretty ugly.

Overall 1.3/10
Sorry for the harsh review on a first submission, but that's how we roll at the Banana; no one gets any breaks. This is merely how one improves their work. Better luck next time. In addition, I'm not very forgiving in terms of simple sprays.
Approved
1.3/10
Skins > Gold mac_10
Pros: It's an interesting shade of gold since the other gold models I've seen. It's quite vibrant.
Cons: Hoo boy, lot to fix. The gold is a little too close to yellow, and the gradient from that yellow to brown to create a shiny effect is a bit extreme. The strap is colored too, and that just doesn't seem all that realistic. It could be colored gold, but there are spots of green, blue, and red on it that appear just out of place. Also, the world model texture doesn't look right; it's like the texture didn't align with it right. Lastly, there's a lack of detail.
Improvements: Make the gold darker and have less contrast on the gradient, or rather, just don't have a gradient at all. To add detail, add in some flecks and scratches. I mean, it's a gun after all.
Notes: I'm not gonna tell you to remove it, because that'd just be asinine. Though I recommend getting some additonal practice. You've got potential kid!
Approved
6.5/10
Maps > gg_yellow_kingdom
Design: The design is fairly simplistic yet appealing. It follows the standard gun game design in that it has X and Y axis symmetry. The main flaws it has is pretty much lack of cover and a somewhat blandish run around
Detail: Detail is OK. Structurally it's pretty good, but the lack of texture variety really seems to negate in its visual appeal. The thing at the top of the tower that spins is neat, though it's not very obvious unless some one were to intentionally look up at it.
Fun: I'm sure this map would make a fairly decent gun game map. I've played on a few gun game maps simpler than this and had a good time on them.
Gameplay: As I said in terms of fun, I've played on simpler maps and had a good time on them. Though I could easily see this map become tiresome after about 10 rounds.
Looks: The angular architecture is certainly a stroke of different. Usually maps with a lot of sets of 90 degrees are very newbie-esque, though it was pulled off pretty well in this map. Overall the architecture is a turn for something different and was pretty well executed.
Approved
8.1/10
Skins > Rail Models Pack
Pros: Very nicely done. Smooth, links up well
Cons: could stand a few additional models such as a closed spiral.
Improvements: I'd like to see a bigger version with a hollow ball to put a seat in or something...
Notes: I ended up making a video.
Approved
9.3/10
Maps > cp_jump_7skill
Pros: Proves certain skill sets, right amount of challenge
Cons: A bit short; can't reach end as demoman (see notes)
Improvements: Make one with more levels so it seems like you'll never reach the end.
Notes: I had a lot of fun on this map when I played it on a jump map server. I managed to reach the end as soldier, but I couldn't get further than level 7 as demoman, I would run out of health and would have to fall into the hazard strip to regain health. Please make a sequel, I had fun!
Approved
8/10
Maps > gas_kaboom_beta2
Pros: well-thought out
Cons: small, flat, simple
Improvements: add details, terrain, something. (see Notes)
Notes: I played this on a server not too long ago and I found that bringing the intel back to base was an easy straight shot. The central area and the whole map is too small for that matter.

My idea is to add a backzone, even a basement for that matter where the intel would be located. It'll make it more challenging to capture and give it more replay value.
Approved
5/10
Maps > farm
Pros: Not superbright, fun for a while
Cons: very short and easy
Improvements: It could stand to be longer
Notes: I played this map on a strictly jump maps server where no one took it seriously. They'd go demoman, get a medic, then they'd use double sticky bombs to reach the top in a single shot.
Approved
7/10
Prefabs > tf_melee_only
Pros: Just what I need for a melee map
Cons: I just wish it wouldn't echo in-game: "Server cvar 'sv_cheats' changed to 1"
Approved
10/10
Threads > Freshman Year
Freshman year = hardest social year
Sophomore year = hardest emotional year
Junior year = hardest work-wise year
Senior year = Freespace, lol

So yeah, every year has it's pros and cons, I'm going into my Junior year, and my Freshman year had to be my hardest. But you'll live through it.
Approved
9/10
Maps > surf_mai_remix
Pros: Varied and complex and has cubemaps and light.
Cons: Nothing major
Improvements: Could be a bit bigger
Notes: I like surf maps in this "freestyle" style opposed to the standard rebel resistance rail style ones. The maze is an excellent addition.
Approved
10/10
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