Latest Reviews

  1. Anonymous
    Version: V1
    Very useful tool that could make a map stand out.
  2. [Rx.] Christian Troy
    [Rx.] Christian Troy
    Version: RC1 (Reupload)
    Got this running on my community server. Runs great, looks great, fun to play
  3. Aleph Null
    Aleph Null
    Version: A1
    A wonderful joke-ish map, though the capture time should be a bit faster. Standing on a small circle while a ton of explosives are lobbed at you isn't very easy to do for long.
  4. Snazzy Jovial Wyrm
    Snazzy Jovial Wyrm
    Version: 01
    A beautiful skybox, perfect for a map with with an overexagerated sunrise/sunset!
    Version: rc2
    Why hasn't the valve peeps found a way to incorporate this into SOME update!?
    10/10 for mechanics and 12/10 for visuals
  6. savvaisnotagirlolbbq
    Version: B1
    Congrats on 3rd place! I hope you continue to update this map
    Version: b1c
    I know this map is quite old, but It's just so beautiful and creative, It makes we want for more territorial control maps to be created! You should try to Finish this, if you ever get the chance.
  8. Aleph Null
    Aleph Null
    Version: a1
    This might work as a trade server, but god forbid anyone try to play it seriously. Snipers dominate, and Engineers are non-existent. It's SO BIG. It took 8 seconds for a rocket to travel from one end of this massive hollowed out block to the other. It's so tall that I was practicing my double rocket jumps on the way to the point. Fun idea, horribly implemented.

    By the way, the lava texture has nothing to do with sv_pure 1, it shows up missing because you didn't pack it into the BSP file before uploading. I personally use VIDE for that, but look up "How to pack a BSP" to learn how to add custom textures and models to a map.

    Try the "floating platforms above lava" idea again, because even though this map is awful, I'd like to see this concept done well.
  9. Aleph Null
    Aleph Null
    Version: a4
    Oh boy, where do I even start? It's a fun, quirky map with lots of ideas, and it reminds me a lot of Turbine (not necessarily a good thing). I'm going to assume it wasn't meant for any type of competitive play and judge it from a casual standpoint.

    Small. Every corridor, room, and basically everything except the ceiling height is small. Too small to have a firefight and sometimes too small to fit through comfortably. A sense of scale comes with time, however, so you're not a bad mapper for making this mistake.

    I like the "Mine Tours" death pit joke, but it doesn't seem fair that Blu has a simple truck instead. In fact, there are several instances where things aren't asymmetrical from left to right, but from Red to Blu, which isn't good. Figure 1 shows an incredible teleporter spot that's completely hidden behind some crates that are present on Red's side of the map but not Blu's. There's flex room when it comes to Blu and Red having different props on each side, but make sure neither of them are functional in any way, or they must both be functional in the same way.

    Figure 2 shows a level of lighting so bright it's ugly.

    Figure 3 shows a door that blends right in with the rest of the wall, which demonstrates bad function communication to the player.

    Figure 4 is a nitpick, but having aluminium air vents and an industrial alarm light share the same house with ancient Egyptian pillars doesn't mesh well. Keep to one theme unless the point is to juxtapose.

    I love the light in Figure 5, it honestly scared me the first time I picked up the pack.

    Lots of rookie mistakes that will just naturally evaporate through the next 4-5 maps you make. Good luck!

    FIGURES 1-4:
    FIGURE 5:
  10. Aleph Null
    Aleph Null
    Version: a2
    The 3CP format seems to be perfect for Medieval, but who knows? Anyway, I only have 2 things wrong with this map, and they're both just clipping issues. Figure 1 shows how the overhang deceives the player into thinking they can walk under it, but it's *just* low enough to block them. Figure 2 shows how you severely underestimate a good Demoknight's trimping abilities. Other than that, I assume you're making this for Gette it Onne, and I can put a good word in for you with Ed if you'd like!

    FIGURE 1:
    FIGURE 2:
    1. YOYOYO
      Author's Response
      Thanks for the feedback, these problems SHOULD be fixed in the next update, so I'll use this as a reminder
      As of the Gette it onne thing, I'm not entirely sure who Ed is. In fact, I'm not completely aquatinted with the Gette it onne Workshoppe in general.
  11. Aleph Null
    Aleph Null
    Version: a7b
    I hate to give out "Poor" reviews, but: The first half of this map is too compact, and the last point is way to... humble? It seems like once Blu gets ahold of the cart, there's no stopping them from just walking right up and spawncamping Red unless Red is lucky enough to spawn on the left side of last (which I never saw happen). The elevator idea redeems this map a lot, as I haven't seen it done in such a way before. I'm sure you know of the glitch whenever you stand atop the cart while it's moving on the elevator, and fixing that would be super (if it's possible). My only other complaint would be how easy it looks for a Blu Sniper to spawncamp Red's first spawn with little to no risk. Excellent attempt, though starting completely from scratch might be a better use of your time.
    1. geegor102
      Author's Response
      hey- I'm pretty sure your talking about a6 or below. the final point has hopefully been fixed, and red is easily able to defend earlier parts of the map without being rolled. we haven't had a blue sniper spawncamp in playtests, so I don't think this is a problem. I also don't understand how you never saw red spawn on last. I have also spent a few weeks trying to fix the hecking elevator bug to no avail. as well that most of the issues that you mentioned can be fixed in a few versions.
  12. Aleph Null
    Aleph Null
    Version: B10
    (Classic payload. My only complaints are that it's a bit tight and rocket jumping is tricky, but it's got all the good stuff like banana peels and lots of health kits. It's hard to avoid visual clutter when working with a city aesthetic, but it was a little hard to focus at times. Frames dropped around the 4th point. I played about a half hour with bots, and I had fun.
  13. Aleph Null
    Aleph Null
    Version: A14
    You got a good head on your shoulders in terms of design, but the health pack placement around the containers is a little much. Also, when you walk into the building, there's a small raised area behind a crate that looks like a perfect dispenser or teleporter spot, but it's *just* small enough not to fit. I played about a half hour with bots, and it was great!
  14. comradecommie
    Version: rc
    Layout is perfect.
  15. Krazy
    Version: v1
    I Love IT!