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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
Maps > http://www.fpsbanana.com/maps/96069
Pros: Absolutely beautiful. From looking at payback, you've greatly improved, I can't stress that enough! The amount of details in this map is astonishing, and the map runs so smoothly. I foresee the next official community map. The map has inspired me and given me ideas for my map :P

Cons: I haven't found any real cons, which is great considering that this is still in beta, but there are some small things I'd like to point out:

I showed you this before, near the spawn the prop fading is a bit messed up. You are not able to view the pipe crossing until you get closer. Just a small fading problem, easy enough to fix.



A small crack in the displacements near the BLU spawn. It's right across, to the left of where I'm standing in the first image. If you need more clarification, I'll do my best :P

I have a feeling you might not be able to sew it, so just cover it up with a prop, it shouldn't affect it too much.



Prop shadows need to be disabled. You see the first screenshot? In the building to the left, right in front of the entrance.



These props should probably be fixed or removed. This is near the explosion, in a room at the top. There are no backfaces on the models, so they should only be placed against the wall or else it would just look odd.



This is the small side building right near the exit from RED spawn, at the end. Need to raise the displacements a bit



Improvements: Look at cons, that's all that's wrong with this map really.

Notes: I can't really comment on gameplay, as I have yet to play this map on a full sever. Once more people show up on yours, I'll join in and update this.

EDIT: Ok, I've played the map with other people on your server. The map is very fun to play. My only concern is the chokepoint you were talking about. That is a really bad one. My team was stuck there the entire time. Try adding more paths to get out from there. Some underground tunnels.
Approved
9.7/10
Maps > http://www.fpsbanana.com/maps/91164
Never seen a Rats map for COD4 before. This looks great man, nice job. ought to be interesting to play.
Approved
10/10
Skins > http://www.fpsbanana.com/skins/60747
Pros: The quality is very sharp and clean, very nice.
Cons: The particle colors.
Improvements: It would have been nice if the particle colors had been changed. I know you said it is Valves fault, but you should have waited until they fixed the problem before releasing the skin. Right now, it looks like slurm inside of a duff can.
Notes: I will be downloading this. Keep up the good work.
Approved
9.5/10
Maps > http://www.fpsbanana.com/maps/73806
No feedback found
Approved
8.6/10
Maps > http://www.fpsbanana.com/maps/73196
Testing CSA
Approved
10/10
Tools > http://www.fpsbanana.com/tools/3567
Well it's about damn time. This works perfectly.

Thanks.
Approved
10/10
Maps > http://www.fpsbanana.com/maps/67367
I've uploaded this to My Server. I will test it and assess it when I get a chance.

I can probably keep the map running 24/7 for a couple of days so that others can try it.

Just one thing I noticed from the 5th screenshot: The track looks odd just being so close to the wall, bring it more to the center for the next beta.
Approved
8.3/10
Sprays > http://www.fpsbanana.com/sprays/40100
Pros: Great looking spray, very high quality and it will keep noobs busy while you sneak up behind and punch them.
Cons: Umm, the size of it could be a bit larger.
Improvements: Continuing with the Cons; the size of it might be the one thing that doesn't make this a perfect spray. Had the spray been a bit larger, it would be a lot more believable. There is no way a heavy is going to fit in that thing.
Notes: I've taken the liberty of featuring this on the front page. Keep up the great work.
Approved
9.8/10
Maps > http://www.fpsbanana.com/maps/56743
Pros: This is actually a very interesting looking map, the theme something new that we haven't seen before in TF2. The layout overall is pretty balanced.

Cons: The textures you've used don't really fit the theme of the map, and they get pretty repetitive seeing as they are on all the buildings.

The floor texture should be changed up a bit, make the floor a better quality sand texture and displace the floor ta add a bit more details.

The architecture also is a bit bland. Other than the domes that you have on the roofs, there's not really anything else that's appealing.

Improvements: Add in a 3D skybox, it will make the map look a lot bigger than it already is, and will really make it look better.

Change around the textures. I know you're limited to the default content, but you should still try to use the RED/BLU textures so that players are aware of which base belongs to which team.

Add some more props on the floor... just for the extra details and maybe some cover. You should also consider adding decals.. mainly the RED/BLU ones to define which base is which.

Notes: It's not a bad map overall, but it could be a lot better. I really like the idea you have here, but you should probably consider using some custom content to make it even better.
Approved
6.5/10
Maps > http://www.fpsbanana.com/maps/56766
Pros: The indoors of the buildings are pretty nice, I liked the prop placement and some of the textures you used.

Cons: The map overall lacks a lot of detail, and it's really just too big for a TF2 map. The textures outside of the map are really bland, and you can see a lot of tiling going on.

The lighting is also a bit bland, and the displacements are a bit too extreme, try smoothing them out more.

I also found the hallways to be way too narrow when heading for the flag, and I also found it to be too confusing to reach the flag. You should consider placing some Intelligence signs around the map to direct the players to the objective.

Improvements: Fix up the architecture, make it more appealing to the different teams. Remember: the BLU team should have a high-tech base, while the RED team should have a farm/ranch-themed base since they aren't tech-savvy.
Widen up the hallways, and change the textures around to some that give you a hint of what base you're in, I got confused when I was walking around because most of the textures were the same.

Place some props on the outside for cover, use alpha painting to blend 2 textures together and break up the tiling going one. It will really help improve the looks of the outside.

Notes: There is no need to have 42 spawn points, the maximum amount of players that a TF2 server can hold is 32 for now, and this map is way too big to support that many players, it's also too open.

Also, your screenshots are too bright. To take jpeg screenshots ingame, type this in console: bind f5 "jpeg"
Approved
3.8/10
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