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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
Prefabs >
Alphabit
No offense to others who have created letter packs, but holy shit, I believe this is the best I've ever seen.
The letters are all very smooth and look actually as if someone has typed them all out, the attention to detail is really what makes this pack so fantastic. The texture choice is great, I love the realistic stone look to it.
I seriously can't get over how smooth and natural looking even the smallest curves are, yet there still doesn't seem to be a ridiculous amount of visleafs.
I'd bitch about there being enough letter packs already and this being no difference, but you actually went for something more unique in supplying people with russian letters, and again, the attention to detail seems to set it apart from all the others.
Noice work although I think you should work on something much more unique with ability to include such fine detail while keeping it game friendly, letters seem to be something others use to practice and / or simply to rack up their points.
I'd recommend trying to recreate a real-life object / location
Approved
9.7
/10
Textures >
mpa95
This skybox is amazing, but may I ask how I apply it to my map after I DL? Sorry, I've never bothered to use Custom Textures but I have a sudden urge to, but to do so I need to learn how to apply custom skyboxes. =P
Approved
10
/10
Prefabs >
Basic Bridge V2
Much better. I love it man, nice work. If I ever use a bridge in a map to cross a small-ish river I will
definitely
use this one. One of the best on FPSB imo.
I think the new wood used for the supports in the wood is too red-ish though. Nothing the average mappers can't easily change if they don't like though of course. Nice work. Nice to see you took my feedback positively and improved this.
Approved
10
/10
Skins >
Desert camo [White Glove]
The gloves have a nice texture, texture is unique and overall it just looks like a nice change from the average reskin. Quality seems good, nice work.
Approved
10
/10
Prefabs >
A Basic Bridge Design
I like it, I like it alot. The layout of the bridge is very unique with the complex curves on the ground. The vary of textures used on the roof looks very nice / flows well and also adds to the unique look of the bridge.
One thing I can see getting on someone's nerves however is the fact that the support beams are right through the middle of the bridge, blocking you from running through the middle and it overall just looks strange. I'd suggest making supports on the side as well. It'd also look better if there was some support at the ends as well, otherwise in the real world wind or weight on one end would just make the roof able to pretty much slide off.
It could do with some more small details, such as beams across the roof both ways but overall it's architecture is very unique and looks quite awesome.
I really don't like the 3 vertical beams in the middle though. It really looks quite awkward and seems to take away from a more realistic look. The beams / lack of beams and lack of a few more small details took away from realism.
Texture choice / variation is nice, curves are nice, overall very good. For future reference I recommend putting lighting in the test map to make screenies look better. Nice work.
Approved
9.2
/10
Maps >
deathrun mappack 2008
Thank god. All of the unlighted DR maps are giving DR maps a bad name due to the horrid visuals (No offense to the creators) Thanks for releasing this map pack with only those that are both visually appealing and fun. I hope servers begin using this map pack.
Approved
10
/10
Maps >
fy_poopsteakum_b1
No feedback found
Approved
7.4
/10
Maps >
glass_dustworld_b3
Looks like an interesting concept, will download and assess in a bit. :)
*EDIT* Okay I played around for a bit in-game and quite franquely, it's a little bland.
The idea for a dust glass map was a fairly good one but it was executed rather poorly, no offense.
The map consists of only 2 layers of glass and the ground, the glass is glitching into the side of the walls (That means they are intersecting which is
not
good), and the glass doesn't appear to be supported by bars or anything, it's just kind of floating.
My favourite part of this map was the dust-like lighting that suited the map oh so well, other than that it seems rather quickly done to me.
There is no visible detail, just the random blocks to go around, plus once you fall you're stuck down there. With only blocks as cover the gameplay is
very
bland, and there's really no variation in routes you can choose, even if you choose a different route from last round, it's virtually identical.
If you make a new version of this I'd like to recommend a few things:
- Make support bars around the glass brushes.
- Make a ladder going from bottom to top so players can get out of the bottom once they've fallen down there.
- Add some variation in shape, covers, and overall layout, don't be afraid to use the vertex tool.
- Add some small details like Decals and some props that can be put into / on the walls, such as doors, window frames, etc. Maybe even put some props on the ground level.
- Fix
all
intersecting brushes.
Just a few things to keep in mind, remember to not take assessments as an insult, but a way to improve.
Approved
3.5
/10
Maps >
gg_deagle5_cube_f
Lighting is a definite plus in this map. The use of light_spot is overused, yet in a breathtaking way.
The lighting combined with the detail all around on the ceiling and walls (Bars, texture variation, etc) works together to make this map look realistic and overall just quite amazing.
There is actually light sources, yet you didn't even use props, just some simple brush manipulation to add to that detail of the roof and give this map that true wow factor. I love it.
The idea is only somewhat original, seeing as this is pretty much the exact layout of the original deagle maps, with the warehouse and box maze, etc.
Maze is blocky with very little visual extras, simply the small texture variation in the center which is the same on every block creating a repetitive feel. This repetitive feel was what killed the visuals for me.
Luckily the repetitiveness was only within the visuals and not the gameplay. The thing I love about this style of deagle map is the number of routes one can take. Choices leads to tactics, which in turn leads to a fun gaming experience - One can choose to charge down center, camp within a tight turn in the maze, or run randomly through the maze, leaving no room for repetitive gameplay.
Teamplay however, is limited, seeing as half the time you can't even tell where they are. If a teammate was to yell 'Need Backup' they'd take a few hours to receive that backup. :P
A possible idea to remove the idea of not being able to find your teammates is to make another high route from east to west (Like a cross in the center) or whatever.
As for the repetitive of visuals within the maze, you'll have to use your imagination for that. Perhaps you could put props and sprites within the maze? (Like one of those circular vents in a corner giving off smoke or something.)
I'm trying to be a harder critic, but it would appear I chose a bad map to start on, finding cons / improvements for this map was a difficult task. :P Nice job.
Approved
9.3
/10
Sprays >
Souseiseki
Yahuh.
Sexy render / cutout (If there was a cutout)
Cool border that suits the render nicely, and nice abstract fill within the border. I love how it looks like she's sitting on the border so it's like a window kind of thing.
Approved
10
/10
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