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Assessments
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Submission Assessment
Sprays > http://www.fpsbanana.com/sprays/43858
This is a fabulous idea for a TF 2 spray. I know we've all had that time where we're engie and can't get to use our own damned teleporter because others keep using it!

I love the rugged edges, and the font is perfect for TF 2. The grunge overlay is definitely a nice touch, and the fact that it's rotated adds a lot to the realism. There is evidently a nice attention to detail and realism within this spray, and it's very creative.

Only improvement I could think of is possibly adding something that shows it's hung up - Perhaps a nail going through the top, or tape on the edges, or something. It'd also be cool if you included a slightly smaller version, as it seems rather abnormally large for a sign in comparison to the engineer. =P
Approved
9.8/10
Threads > http://www.fpsbanana.com/threads/142813
Assessment post.

Nice use of HTML, good contest idea. Clean thread layout, and easy to understand with good grammar, spelling, punctuation, and nice use of paragraphs.
Approved
?/10
Maps > http://www.fpsbanana.com/maps/55347
Hey, Lynx, I tested the map out with a couple of people, and tested for bugs etc. by myself, and in all honesty, I expected more for this map.

Pros:

This map has good lighting, which creates that nice modern desert (only way I could think of to describe it, lol, it's like a reddish desert) kind of feel. Textures match the overall theme for the most part. Plenty of cover etc, without it seeming too unnatural.

Cons:

  • Overuse of displacements, many are intersecting and look generally bad, and the transitions are very sudden in a lot of places, like huge spikes randomly jut out from the ground / walls.

  • Skybox is unfitting of the theme, the militia_hdr skybox is better for sunny, daytime-themed maps.

  • Displacements got in player's way often when trying to run.

  • Outter walls lack in detail.

  • Many ways to scale walls (That's how I got to easter egg) I'm unsure if this was intentional, however, by doing this it is easy to get onto the outter walls and jump/fall out of map. That is not good.

  • Buildings lack in detail, they seem to be just 4 walls with a door way and perhaps a window.

  • Many, many intersecting brushes, this is bad for FPS and the looks / realism, because you'll never see a solid wall going through another in reality, lol.

  • Poor texture alignment in some cases, such as in the building in the far right in screenshot 3.

  • No visible use of the nodraw texture, more specifically on the outter walls, (not the skybox, the other ones) their outter faces should be textured nodraw so that players don't have to render what they'll never be able to see (with the exception of falling out of the map... >_<)


Improvements:

  • Smoother displacements, and don't use so many displacements when you don't need to.

  • Decals on outter walls / buildings

  • Small detail props, specifically in the buildings.

  • Fix the many intersecting brushes, an extremely noteable one is the bridge connecting spawns - It glitches through the displacements and looks really bad.

  • Fix random obstacles players run into, specifically jutting out displacements. It ruins the gameplay when you have to constantly maneuver around obstacles simply to kill someone.

  • New skybox

  • Put some playerclip textures beside the outter walls to hold players in the map.

  • Fix texture alignment issues in some places.

  • Create more routes to the other team's spawn, and more ways out of the trench thing. It's too predictable as to where people will go, when there's only 1 or 2 ways you can go.


Notes:

Overall it's a good idea, but it needs work, and to be honest, it looks like in the end you just ended up throwing props everywhere and rushing the displacements rather than making them smooth. I like the lighting, but with good lighting you need a good skybox.

Try to think out the layout of the map better in the future and don't rush the minor details just to release the map.

I focused moreso on cons / improvements than I did on pros, because there's no use in listing everything awesome about a map, so please, don't take the list of cons compared to pros as an insult, I clearly focused on one more than the other.
Approved
5.9/10
Maps > http://www.fpsbanana.com/maps/74749
This seems to be a very good map mini!

The light_environment suits the textures very well overall, and all of the textures suit eachother nicely, which proves to be a difficult thing to do sometimes when mixing concrete bases with foliage / grass. Indoor lighting could be improved, but is still pretty average if not slightly better. Plenty of props used to keep realism, and nice amount of detail with decals and such.

Although small, I found this map to be a rather perfect size for the supplied guns, and the layout really helps it because it is very difficult to rush, unless the other team is camping behind boxes.

Optimization seemed pretty well done, no brushes contained unnecessary parts to them, and judging by my fps you probably used nodraw in cases you should have.


Now then, improvements were difficult to find for me, but here it goes.

  • Rotate the boxes that are stacked upon eachother slightly, it ruins the overall realism of the map to have perfectly aligned and stacked boxes like that, if you don't know what I mean just tell me and I'll try to explain further..

  • Use more dynamic lighting in the tunnels, or try to keep the light entities further from the walls, because the lighting as is looks kind of splotchy, it's nice that you used some props for light sources, but it still looks strange and unrealistic. Although you did do a good job of avoiding splotchy shadows.

  • In the case of cover with a gap between them, please enlarge it enough so the player can fit through. It's a bit of a killer for the gameplay when you go hide behind a box, then when you try to switch to the next you have to start hopping over obstacles in the way, or go all the way around them leaving yourself wide open to enemy firing. here is an example of a gap that is just too small to fit through, which tends to frustrate you while in the middle of a firing battle.

  • Perhaps shrink the brush you have to block firing through the glass so that it isn't pertruding outside of the glass, but only inside of it so that bullet holes actually affect the glass properly. I'm referring to this glass.

  • Try to reduce blockiness of the areas around the spawn, the consistent wall level makes you seemed trapped and overall it's kind of just weird. Perhaps have the outter walls slant downward in the middle like you did with the ground, so that it kind of follows with the ground rather than staying perfectly level.


These little things are really all I could find for improvements - Besides strange prop shadows, which I believe you have no power over. :P

Summary:

Overall very nicely done, good lighting and texture use, plenty of detail, nice use of props. The center of the map looks very natural and I love it, however spawns are slightly blocky and could be improved. The boxes take away from the realism of the map due to the fact all of them are perfectly straight and I believe they should be rotated slightly, although I love the fact that you varied the boxes sizes alot. Optimization seems decent, but fps still isn't too fabulous. (I believe I got higher fps on de_dust2, and comparing the sizes that shouldn't be so.) I like the fact that the layout of both spawns is the same creating good balance, but they aren't completely symmetrical.

This is actually one of the highest ratings I've given in a while, nice job.


On a side note, Merry Christmas bud. Sorry it took so long to assess this. :D
Approved
9/10
Maps > http://www.fpsbanana.com/maps/74710
Hey man, a couple problems with this sub.

Firstly, you have no screenshots of your map, you need at least 2 when you submit a map here, so please update it with screenshots.

Also, the author's field can only contain your name and nothing else (everything else can go in the readme)

So please correct the author's field by only putting CrazyJay #NRG , none of that other shit.


When you've fixed your submission I will revise my assessment, please send me a message when you've fixed it so I can do so.
Disapproved
Tutorials > http://www.fpsbanana.com/tuts/4005
Very detailed whilst going straight to the point. You described everything perfectly making it clear what to do next.

Sorting it into many sections and emphasizing parts where you list properties (by using the --- thing) really helped make this tutorial more readable.

This is a prime example of where HTML is not needed, simply for the fact you found other ways to emphasize / sort things.

Could use references to which screenshots are where by leaving a little bracket note saying (Screen 1) or something, but I found it was easy to see where you meant for the screenshots to use.

HTML could still help this tut, but overall isn't needed.

Good work.

Approved
10/10
Prefabs > http://www.fpsbanana.com/prefabs/2727
Nice job man. transparent buttons is brilliant, this way it matches all maps with no problem. And with the gun it's clear which button spawns which gun.

It'd be better if the guns weren't all squished into that little button shape though, in the future perhaps just use a smaller image and keep it proportioned correctly, or you could use larger buttons shaped correctly.

This must have taken a lot of time to make, and I thank you for that. But altogether it's rather simple.

Perhaps make it into more of a machine rather than something you just slab on a wall, because as is it is kind of ugly.

The critiquing areas you chose all seem to be perfect though. Except for suitability - Because I find it won't suit a map too well just slabbed on a wall like that, although the transparency of the buttons helps to make it suit any surface.

Also, in the future I recommend using lighting in the map you use to showcase prefabs, it makes them look ALOT more appealing from the screenshots.
Approved
9.5/10
Maps > http://www.fpsbanana.com/maps/74326
Balance:

In all honesty, this map is not very balanced at all, cts get easy headshots down the elevator shaft, whereas T's have to constantly look up straining to find the people picking them off. However, with this style map this is to be expected so I went easy on you here. You get brownie points for not having a single ladder going all the way up/down though, because when that happens it becomes beyond biased for the ct's, seeing as they could just jump down and grab ladder near the bottom to rush. Then there would still be people sniping up top.

Design:

Design was very well done. We all know how small an elevator shaft is, and how difficult it would be to play in, however, you did a good job of expanding it and making it easy to play in CS:S. There is multiple routes up and down which is a great benefit. Also, although the floors were rather repetitive in shape, that is realistic, and you helped to prevent it from being repetitive by varying the props.

Gameplay:

Multiple routes help to keep Gameplay from getting repetitive, however, the balance is still an issue here as well. The gameplay is rather ruined when it's so one-sided. I will, however, admit I had quite a lot of fun playing as a ct, just picking off the clueless terrorists. (No fun as terrorist thouh. :<)

Looks:

The texture use in this map is superb, it varies greatly and altogether seems to match the lighting and theme very well. You included many detail props to benefit the map's looks, as well as many decals and other small details such as the vent visible in screenshot 3. Lighting is great with no blotchy shadows, however there is slight circles visible on the walls taking away from the realism slightly. That isn't what lost you the point though.
The problem I found was that there was a few cases of poor texture alignment (This is the same on every floor, and there is a few other cases I spotted but didn't feel I needed a screenshot of them all.

There was also a couple intersecting brushes, but nothing too bad.

Overall:

Texture use is very good, despite a couple of poor alignments, and lighting is fantastic with no splotchy shadows. Could have gone with some dynamic lighting perhaps, but still, it's good. Gameplay is biased towards ct's, but I expected worse with this kind of map. You did a good job of adding in many extra details to the map.

A large problem I noticed within the map was the fact that you probably have a leak. I know this because when I go spectator and float out of the map I go into the void.

If you could fix this leak it would greatly increase fps, but as is fps is fabulous anyways. Great optimization.
Approved
8.5/10
Maps > http://www.fpsbanana.com/maps/74219
Just finished downloading, going to test it out and assess now. Looks pretty funky man!

Assessment:

This map is built very well overall. With the constant change in elevation on the walls and time spent on creating arch doorways it doesn't feel incredibly blocky and unrealistic. The snow is a nice touch (Although Hammer's shitty snow looks like rain. :P) but if it's snowing so hard I'd recommend adding a light fog, to resemble what tends to happen in bllizzards.

It's good that you used displacements, however, I found that they were too sharp rather than smooth, and if you used noise you should probably use a lower gap between numbers - If you did it by hand try to raise the ground between the bumps a little so as to not create sudden changes in terrain giving the map a weird feel.

I like the fact that you tried to put snow on the boxes, however, it is too perfect, if that makes any sense. You put it on to fit exactly on the box, but we all know that doesn't really happen, you should probably make it only cover a piece of the box and not go perfectly ontop of it. It could also do with a better texture, because the one you used for the ground is a worn-looking snow which wouldn't make sense on a box which noone would have touched.

Overall the map seems very bland tbh, the layout is completely symmetrical, whichever way you cut it, and the lighting is rather typical. Try to vary the sides in one way or another, perhaps fill one tunnel with cars etc, and the other with boxes and pretend one is a storage room one's more of a garage or something. Also, in the little passageway connecting the tunnels the shadows are splotchy(Sorry SS is abnormally dark in comparison to ingame) and look very strange, you should fix this by perhaps adding a hanging light in there or something.


Okay, the map overall is good. Not blocky, decent lighting, and unique layout. However, in the next release (if you have one) I would like to see dynamic lighting in the tunnels, better use of displacements, decals for that extra touch, a less symmetrical layout, and perhaps smaller tunnels to suit the gungame mode more, because atm they're more sniping sized. Gameplay is very repetitive with the symmetrical layout.

Spice it up a little bit m8!
Approved
8.3/10
Maps > http://www.fpsbanana.com/maps/74198
Overall a decent map but overall it seems as though there was very little effort and thought put behind it. The layout is scattered and random with no real theme, you mixed dev textures with real textures (which is a big no no) and the lighting is a little too orange to suit the map. In the future you should set the ambience / brightness to colors closer to white making them more pale rather than so solid.

Some of the ideas are good, but it looks like you just randomly decided 'Hey, I should add this', rather than going with a thought out theme. I really like how some of the barrels look, and the idea of a wooden person in the doorway of the spawn was pretty good. :P

Throughout the map there was many 'errors' like floating brushes and intersecting brushes. Here are some examples:

1 , 2 , 3 , 4 , 5 , 6 , 7

There are many similar errors, but you get the idea. In the future try to spend more time lining up brushes.

Improvements:

  • New texture for the fence surrounding map - This one fades as you get further and overall looks very strange in a map this size for the outter walls.

  • Choose a more pale light_environment color.

  • Give weapons you start with ammo so people don't run out so soon in the middle of the round. (You can do this within the properties of the gun, there's a tutorial here. Sorry, it'd be too long to explain in this assessment post.

  • Use displacements (1, 2), it looks very bland and unrealistic with just flat grass with no irregularities.

  • Plan. Always think out ideas before adding them to a map, don't just place props on a surface.

  • Fix intersecting brushes / floating props and stuff.

  • Stick to a single theme throughout textures, props, lighting, and all of that.

  • More intricate 3D skybox, or just have the ground stretch out further, and change skybox texture to a more suitable one.


In the future please try to spend more time fixing up your maps and think it out more. This shows you understand how to use Hammer pretty well, but you should really think out concepts more in the future rather than rushing to finish it. This could also improve the Gameplay of your maps in the future.
Approved
4.5/10
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