this is going to be long... just to warn u ..... i was reluctent to review this at first but u ask for it...
OVERALL PROBLEMS WITH YOUR STYLE....
your maps are good in layout as a whole the map how ever lacks interest.. the letters on im typing have more interest than this ... they have more curves
and rythem and movement in style... the maps u make are not bad but u need to make just one circle or curve ... the maps start square ... be different
and change it up ...
the maps lack any theme.. mostly ... some of them have theme but its not clear or defined... the squaredness of the map effects my ablity to realy true
judge the map on a texture bases ...
for ctf .... it is complete vitle that you make a diagram of your map going from one flag to the other... start at the flag and then look to see wat
options you have then split those options .... and those and those ... figure out how many different ways there are to the flag and how many ways dont
led to the flag ... all routes in all game modes should never dead end ... unless under special circustance... like there is some artistic reason ...
exmple metl4 ... in this map the ya (yellow armour... is in the corner and there is no way out ... but his is a super special curustance... to have a
better flow to your ctfs and other game modes do this ploting out before you texture...
Particle ooo my love particles.... u need to work with the particals they are not right on most of your map ... if u want serious particles make them
darker .... cuz darker is realier... realy ... brown is real ... i personly hate when ppl do that but its the way your subpose to do ...
O U MUST LOVE GLASS.... u use way too much glass ... id say about twice did i ever see it even useful ... the reason glass exist ... like lava... is to
tell the difference between noobs and pros ... some times its hard... there are very very very very few maps that use either one... and the glass is
always in a window ... that a fact... lava is used normaly to stop u from falling off the map... instead you die by lava... arent some of the editors
nice.. u die by burning to dead instead of falling inst and invisable wall and dying....
now to get to the map indivually ... o i took the liberty of naming all the maps for u ... it will help emphasize a point... :)
db1r aka MapModels Gone Wild
ok the title is a lil extreme but wat can i say this map is the best ... at least one of the best ... good lay out very open... but with this openness u
need more cruves and circles... triangles??? any thing but squares ... the map uses map models without seting them in the config... ok to set the
mapmodels in the config do the following...
mapmodelrest
mmodel "file/extention" //mmodel stands for map model.... duh
do this like the textures... this will set all the map models to be permently... so if they add more modles then you will not have o worry... :)
ok after telling you how to do mmodels ... i will say dont... use particals or a texture or both for jumppads ... mmodels are good normaly for one maybe
2 maps ... that they were made with ... unless u make your own ... dont use them... for teleports to get rid of the map model just type
teleport id# -1
for teleport 1 type
teleport 1 -1
the frist number is the tag number the second is the mmodel ... so u can use any model and make it spin... GO NOOBS...
ok otherwise ... besides the particals... there some wat ok ... but ... it may need a lil work
gj ... "mmodels gone wild" is a pretty good map 7/10
next
db2r aka RAIN RAIN Y RAIN
ok oviously i dont like the rain its prety obvious ... the map has no content nothing but squares sprous it up a bit .... find some shape besides square
ok the particles ... the ones on this map are ok ... they could be tweeked... like the read one not be so red and the green so green ... darken them
up... the smoke looks best when u donot put so much in the same spot.. if you wat it to look realy smokey use a different partical effect... um there is
one ... i can not rember which one ... but u need to work with the particles any way so ill let you find it...
on comment... normally i dont comment on weapon place ment because ppl hardly ever play ffa ... normaly its some form of insta but the health should not
be all outside.. this goes back to noing your map... you need to no how people move on a map and judge wat places ppl will fight ... camp and so on
the GLASS ARRRG u the glass in the middle is unnessary get rid and make clip... this will make it better looking
next again ... will it ever end
db3r aka particles on Drugs
if you were to look at this map from my view you would see a incressing decline of the maps over the spand of this pack ... this map u use to many
unnessary particles .. the particle was for enphasis not to detail a map .. the jumppad particle is good ... but there are 6 of them ... maybe 2 or 1 big
one but not 6... secret of cube... its a SQUARE map editor.. so the items on the map should be as such ... so look in 1 4 16 32s make things square ...
it makes stuff look better ...
ok the texutes are soso but it is so square... make a circle plez plez ... i need a circle somewhere... the one u use for the jumppad... dont ever ever
ever use that one again ... its a light texture for above a door or allong a stair well ...
db4r aka jumppad follies
a supprising twist in the middle of the map pack there is a good map ... beond the basic lack a detail ... this is a good map .. u did a good job at
creating a basic layout and map ... now to the title... the general rule of thumb about jumppads is that the jumppad should land the person squarely on a
flat surface if they do not move in any direction ... for one of the jumppads its close but the other your way short.. u should lad squarely because your
arent takeing a strool in the park your fighting ... ppl do not have time to make sure they move the right way.... exeption to this rule of course is
nmp8... on this map there is a jumppad that fings you across the map ... and if you are good enough u can land and get the ya... otherwise u miss... the
exption does have a catch... u have to land on some thing if you miss... so the rule stands ...
ok the particles are lacking that good ... but also wats lacking is size... its a ctf map ... u need some space... it is the size of a dual on the map of
a ctf... not good ...
next
db5r RockOlot
ok no ... no no no no no no no no no no no ...if this map pack hit a crap climax this would be it... just remove this one from the map pack... there its
on strait way to get to the flag ... i u add some clifs and other ledges but otherwise no no no no no no no....
next
ok will make this one short... THIS IS THE BEST MAP IN THE PACK... for one reason... there is a circle... no realy this is number 2... but still this map
does not lack most of the things... it could use a lil more details ... but mostly this layout is not as good as the 1st map... this map is complete...
there are only very minor changes to be made...
next
db6r aka crap pours hard and fast
ok no ... no no no no no no no no no no no ...if this map pack hit a crap climax this would be it... the crap just it the fan... just remove this one
from the map pack... there its on strait way to get to the flag ... i u add some clifs and other ledges but otherwise no no no no no no no....
next
db7r aka O This Looks Farmilar
this map looks just like core transfer... like the same textures and the samd river under the map... no copy cating... o and even those bars on top of th
base ...
Glass agian .. wow... no glass get rid of it plez ...
next
db8r aka BRIGHTNESS KILLS ME
ok look up brick ... its a lego map and oddly enough i just reviewed it ... this map just lacks the ablity to be taken seriously ... bright colors are
not realistic.. i would suggest working on the texturing by making your own texture... this goes for all your maps...
next one more ...there is still hope
db9r aka AND PARTICLES GET WORST
work on the other maps and get rid of this one and the one before ..and 6...
well the tourture is almost over ... this is curl and unusual punishment ...
im going to add this in ... but i dont know if this is important... this is how you should edit...
thought(basic idea theme) concept(expand theme make basic map layout) waymap(figure out all the paths and where they led ... figure out the key points of
the map ... campingspots and sniper post ... etc) texture ( lay a story down with a visual theme) light (fix the repetiveness of the textures with light)
optimize (look at the key points and camper/sniper places ect. and put amo accordingly) Review (get critics to look at it) Revise (fix wat they told u to
do) ... finish
YOUR HUMBLE MASTER
chasester
it only took 1 hour... feels like an eternity
o ya ... i dont feel like spell checking ... so sorry ... but idc :p