Arhurt
L6: Sharp Member
- May 7, 2008
- 315
- 140
Cashworks|9
Zig|7
Repository|7
Stovepipe|8
Halfacre|9
Reservoir|N/A
Vipers den|N/A
Tranquility|N/A
Frontier|10
Contest|100
Cashworks - I really like the way the map layout works. The starting area and second point have so many alternate routes and ways to defend that it's not as predictable as the standard Valve payload maps. The big Ramp in the middle really is a unique map feature as is the last strech of the bridge. Visually it's very impressive having a mix of vanilla features and completely unique areas such as the middle part with the glass. It does fit in TF2's theme and is well balanced, so that nets an 8 score, it scores the extra point and gets a 9 for a combination of unique visuals and unique gameplay.
ZIG - Having played this map only once it's hard to judge gameplay well, but it seemed all around good. I'll refrain from finishing my score until more playing but it does gain one bonus point above normal for the extremely inventive and unique looks, and loses the same point for not fitting (IMHO) to TF2's theme.
Repository - Again have played this only twice, but enough to say that it's a very nice map that styill needs some more tweaking and polishing. I guess the point it loses to that it gains back for the geuine focus on unique, new and interesting gameplay situations. I guess that when you add it all toghether and put the unfamiliarity of a new map on top it's hard not to get frustrated at first.
Stovepipe - Vanilla flavored and well balanced. Doesn't flaw anywhere but doesn't goes beyond what you would expect from a great Level Designer. It's definately a well made map that enriches TF2's gameplay but does not score extra points and stays at 8.
Halfacre - Despite being vanilla flavored with a brown wash over it, you can see some minor details that make it stick out of it's monotone looks. Things like the interesting gentle cliffs, the shack in the first cap and great attention to detail scores it an 8. It gets an extra point for it's all around balance, I have played as every class (but sniper that I hate) and have always found somewhere I could take advantage of the environment somehow. Level Design 100%.
Reservoir - Still need to play it.
Vipersden - Still need to play it. But looks like it needs work.
Tranquility - Still need to play it. But looks like it needs work.
Frontier - It's interesting how creative custom maps can be when we have to work with art assets that weren't created for the kind of environment you have in mind. It's even more interesting to see some of these art assets used to create entirely new gameplay features. I'm voting for Frontier without taking the model I created for Lil'ChewChew into account, as it was proven that the map could be created using the Trainmodel cart provided by Valve with the Alpine theme, and Lil'ChewChew serves more to make the map more popular and unique on the communitty than provide the new gameplay by itself. The interesting environment created using a mix of desert and alpine models and textures and the unique gameplay function of the larger and more threatening payload are enough to score a bonus point. Unique gameplay situations the map provides and the completely different approach to the payload model, where the attacking team actually uses it as cover and weapon to break through defences, these score it an extra point. With a starting score of 8 for being well polished and balanced, the extra points net it my 10 score vote. If I take my model into account, the map would score 11, but that wouldn't be fair would it?
Contest - The 100 score goes for the organization of the contest and the contestants for their hard work. This is icing on the cake to have a kick-ass contest with great maps and godly advertising props on top of our great community.
Last edited: