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Assessments
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Submission Assessment
Maps > achievements_v3
Yet another achievement map.
Disapproved
Maps > pl_payback_beta (updated)
Hmm, I have yet to have a chance to play this map on a server with other people, so I can't fully comment on gameplay, but by the looks of things, gameplay should work OK. My main gripe is how the blu team can exit their spawn in any direction, this could get very confusing for first time players and they will end up wasting lots of time going the wrong way. To solve this, limit which ways the Blu team can exit their spawn in accordance to where the cart is.

My other issue on gameplay is how the map has no alternate routes, you are rather forced to follow the tracks, this could make it hard for Spy's and other attackers to flank the other team, which could make moving the cart very very difficult and limits defending options.

Starting with the ambience, this map seems to lack it, there is no distinctive style to it, yes it feels like TF2 and yes it has the red vs blue feeling to it. However what I don't like is that it doesn't feel like there are two hidden bases looking at each other, it just seems like a generic map for the purpose of playing the game in.

Design, is alright, the main issues are the large blue wall of blu base with nothing on it, it is just a massive boring wall. Also, you used a lot of tall cliffs to block in the map which does get a little repetitive and boring, try using some fences and open into a much larger world to give some more eye candy.

Detail is a little low actually, I was hoping for some more detail, but then again it is a beta. Make sure you really add in a lot more detail and make it much more interesting to look at, some additional cover could be useful and some of the spaces are very enclosed, which should be made wider.

Looks wise, it is pretty good, you have some interesting geometry here and there and there are not many blank walls, so there is always something to look at. However there is just the feeling that you could be doing so much more with the map that you are currently not exploiting.

Overall, it is a solid map, it works, but does feel a little claustrophobic and has some gameplay issues that may need to be addressed. There is some potential in this map and I am hoping for something good in the next release.
Approved
7.6/10
Tutorials > SURF TUTORIAL!!
It is quite a clear tutorial, it is detailed. However, my biggest problem is with the lack of screenshots, thy could really be useful in a tutorial like this and should always be included in any tutorial where they are suitable. Without screenshots it can be hard to track what you are saying.

There is a lot of detail in the writing which does help the reader and keeps them on track, but there could be a little bit more detail here and there. Such as jails.

Readability is not really high, there are some noticeable spelling and grammar mistakes throughout the tutorial. It would also be useful if you used paragraphs for each section.

Quite a useful tutorial, not much has been written on the subject of surf maps. Then again, this tutorial doesn't really cover everything you need to know, only a basic introduction.

Overall, an OK tutorial but does lack important things such as screenshots. Next tutorial, write with more detail and break it down into smaller steps that are bullet pointed, this will make it easier to read and understand. Some HTML coding could also really help this tutorial to be more clear and better to look at, instead of just blocks of text.
Approved
6.8/10
Maps > gg_dustcaverns
Overall, this is a pretty decent map, this is the kinda quality I expect from mappers.

The map is very balanced, but then again, what do you expect from something that is mirrored. The gameplay is also good, as you do have options on what route to take and what tactics to use.

Design wise, the map does suffer from some flaws, such as the old 'boxing in' effect of the outer walls. Windows feel very unrealistic (need a wood frame, like the doors). Everything is also very very boxy, I would like to see some more interesting brushwork next time.

The level of detail in the map is moderate, you could use some more decals, especially for the indoor areas and use some more props, especially in the top sniper area. The lighting in there has no light source.

Also, use other colours of lights, such as blue or orange. Some light beams coming from the lights in the basement area could make them look a lot better and if you used a light_spot, so the light looked as if it came from them, This would also create some really interesting shadows and effects in the basement.

The map isn't that realistic, so you lose marks on realism, it is suffering from the old box in mid-air designed for fighting in issue, which is normally quite a challenge to get over. Though I suggest you use a 3D skybox, to make it seem part of a larger world.

Overall, a decent map, an improvement over your previous work and I hope you continue to learn more and map better and better each time. Try doing a DE or CS map next time, so you can't simply mirror the map. Good luck and keep mapping.
Approved
8.3/10
Maps > gg_aftermath
This is a moderate level map. It has some level of detail, but does suffer from some problems.

The gameplay is rather simple, run around the crates and kill what ever you can see. The map is very balanced, but that comes from being a reflection of itself.

The map is moderately fun to play, though there isn't anything special about it. Mediocrity is the name of the game here and its a shame.

Texturing and lighting is what I come to expect from about every other map released on FPSB, a texture map, with a skybox that has simple lighting.

The map could do with a 3D skybox and could do with a lot more detail in the way of props, regular textures and decals. Soundscapes would also help a map just be that little bit better. It is all of these little jobs that take just 5 minutes to help make a map much more than just this.

Overall, a solid attempt at mapping, but nothing that will stand out from the crowd of hundreds of similar maps.
Approved
7/10
Maps > aim_cooldown
Overall, a decent map. I do have some gripes about it, mainly it is a remake of Iceworld, but also be cause it used Dev textures.

The gameplay is pretty standard, being perfectly symmetrical and being based on Iceworld, it is a tried and tested layout that has stood the most rigorous play testing which has made it the most successful layout for a map.

Which brings me onto why I dislike the layout, it has been done before, I have seen it all before and I am tired of it, granted you have mixed it up a little bit, but it is still repetitive. This map could have been so much more with an original layout.

Moving to the texturing, you have used good old dev textures, but have actually used them quite well. It is rare to see a map which uses them in a new and interesting way and it is a nice break to see that.

The skybox is good, high marks, there isn't really much else you could do there and fits in with the map well. You could add some buildings or perhaps something that moves in the skybox (a plane perhaps) to make it more interesting.

Lighting wise, it is basic, but works, there are no light sources for the indoor areas though and I would like to see something there to emit the light.

Overall, a good example of how to use dev textures well, I would like to see an original layout though, not just a variation on something old. Good work and keep it up.
Approved
7.7/10
Maps > gg_pimpski
Ummm, wow, this map has a real air of poor quality. A little tip for anyone reading this, you never release your first map, you will always need to have made several working maps before you should consider anything release worthy.

Starting with the texturing is it just so unbelievably random. There is no recurring theme, there is no overall feel of the map, it doesn't line up properly, there is no evidence of alignment either. It has the feeling of being rushed with no care paid to detail or quality.

The layout too, feels pretty random in places and there is evidence of some carving in the map. Brushwork is atrocious in some places, with gaps everywhere.

There is no lighting in the map, not even a lame attempt at using the light_environment entity, which in 2 seconds would add at least some light to this map. Well, actually it wouldn't seeing as there is no skybox in this map.

Really, you need, you must check out the tutorial section of this site, learn how to make a decent map and actually put a lot of time into making something that is actually passable. Check out other modding sites too, they all have useful tutorials that you can learn from.
Approved
0/10
Maps > aim_hillz
A pretty simple map, with simple gameplay and looks. Made efficiently, but could have a lot more to it.

Gameplay wise, the map is balanced pretty well, no real complaints in that category. However the gameplay is interesting, you can rush over the hills, flank the other team or sit in waiting. There is a good deal of tactics that could actually be employed here by the individual and the team as a whole. It is a very fun map to play thanks to the options it provides.

Whilst the gameplay is solid, it is the looks that suffer. The displacements, whilst done very well don't use an alpha channel texture, so ends up repetitive. The displacements are also very sharp in places, especially on the cliffs boxing in the player.

The lighting is good, yet basic, then again there isn't much that could be done in a map like this. Cubemaps would be nice to see in this map, as would HDR lighting. A 3D skybox would also set this map off and give it a realistic atmosphere as opposed to the random floating box design of a lot of maps.

Overall, a solid map, but there is a lot of room for improvement that there could be for version 2.
Approved
8.1/10
Maps > de_awp_lego
A solid map, it's fun to play, but does present limited options in the terms of tactics and gameplay. It does remind me a little of awp_india in term of gameplay and design.

I am a bit of a sucker for custom content in maps and I really enjoy seeing it being used. However, the idea of Lego blocks has been done before and better. The brushwork is very blocky and I would like to see some more interesting architecture in the map.

The map is a little small really and this does have a negative impact on gameplay, this map may be good for 1v1 or 2v2, but any more and the map becomes too cramped. I don't understand the idea of the bomb site, I would remove it for the next version if I we're you.

For the next version, make the map larger and use some more interesting brush work, add more custom content, get the 3D skybox in there and add cubemaps (very important).

The lighting is basic and I would like to see some actual shadows in the map, use a light_environment correctly and add some lights under the bridge too.

Overall, an interesting map to play, but there are noticeable gameplay issues and there is a lot of potential a map like this could have, which you have no yet unlocked. Keep mapping and keep learning new stuff to do.
Approved
6.3/10
Maps > fy_swamp
Starting with the texturing, it is very very basic and the brushwork is very blocky. It just comes across as very amateur and looks like this is someone's first map. Spend a lot more time on making some more interesting brush work and getting some decent texturing in there. Use decals and sprays to really make the map look much better.

The displacements are OK, but you have fallen for a common mistake, trying to make a rectangular displacement, you need to use several displacements sewn together across the length of the map, this will help to hide sharp edges in the displacements.

The gameplay is basic, but the cannon does make it a little interesting and makes the map a little more fun to play. Though the cannon is really the only highlight this map has and it has been one before.

The lighting is boring and basic, get some interesting lighting in there and learn how to change the skybox texture too. A 3D skybox would help this map drastically in terms of looks if done properly.

Overall, it is a basic map, with nothing special, it doesn't stand out and has a lot of problems with it that need fixing. Just keep mapping and hopefully with each new map you will get better and better, try to keep learning new stuff to do in Hammer and you will be producing quality pieces of work in no time.
Approved
4.8/10
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