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knnywood364
11-04-2007, 05:26 PM
This first stage is called Castle Basement.
http://i85.photobucket.com/albums/k63/KJS77/castlebasement.jpg

This one, which I myself don't think is very good, is an assault stage called Night Drop. Please give some suggestions to make it better.
http://i85.photobucket.com/albums/k63/KJS77/nightdrop.jpg

Assassin4Hire
11-04-2007, 05:32 PM
First one aint that good but looks fun second one looks cool

troll
11-04-2007, 05:37 PM
4/10

2/10


Try keeping a solid theme for a map..

Extramrdo
11-04-2007, 06:26 PM
I had a lengthy review for the first one, but firefox crashed, so here's the summary.
FIRST MAP
*On top, flow goes toward the inside. Only way to get to top is from outside, having already pushed through enemy. POINTLESS.
**Top needs bridge across center, so you can jump across, sneak up on enemy. But not a solid bridge, needs a hole or two, so can fall down, as well.
**Crouch jump up top, needs to be eliminated (perhaps raise the roof) because crouch jumps + firefight + laggers == cheapy mclagpants.
**Those boxes up top, you're just going to fall down if you enter them, kinda pointless on top. Maybe a top half and a bottom half, making some of them solid?
*Top half of the bottom is the same.
**Center platform only accessable from top. Move the adjacant platforms' cover bricks outside 1, so can jump between them and center.
*Perhaps combine the two ladders, so you only have 1? Less ladders, the better.
*Bottom bottom is good, rather generic, but has no flaws and allows flow.

As it stands, 5.1/10


ASSAULT MAP:
Good idea. Bad implementation.
*MAJOR BUG, what if the red team jumps over the hole, and is stuck on the left side of the building? Perhaps another ladder
*What if blue team wants to leave?
*It's quite short. The point of assault is to slow red down as much as possible, while not giving blue a "super-sniping auto-kill uber-cheap hyphen-ated free-bie sniper-spot" that allows free shots to be taken. Lengthen it up a bit.
*You waste about 50% of the space. BOO!! (in fixing this, you can also fix previous)
*There's nothing difficult in the hole, no cover, it's basically a "Who's not lagging and can get a headshot first" match. Add cover, yet not too many crouch jumps. Although, add a bit more crouch jumps than a Deathmatch map.
*Only 1 way INTO the hole, thus it's like a spawn point, only without invulnerability. (This should be your least priority, it's not so bad as it is annoying (to me) )

Apart from that, I like the periscope on top of the pillar, smart idea. It's well graphicized, you COULD add an interior to the airship.

As it stands, 3.7/10.


(Yes, I just make these numbers up randomly. Consider this as good as a 3.9, or as bad as a 3.5, because I just thought of 7. There's no exact scientific process for determining the decimal.)


I expect to see great maps from you, one day. This has been an Extramrdo Review.

Puffer
11-04-2007, 06:49 PM
3/10

2/10

I agree with Fuzzle, and gte rid of all taht open space

Zeraninator
11-04-2007, 06:55 PM
2/5

1/5

you phail.

jk im being mean, but they are pretty good for beginner maps, my first ones made people puke :D

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