Latest Reviews

  1. Mega Typhlosion
    Mega Typhlosion
    5/5,
    Version: v1
    Love it, thanks Freyja!
  2. Anonymous
    Anonymous
    5/5,
    Version: 0.83
    this is the best! legit, how could this just be dropped?! It's frickin awesome!
  3. g00dDog
    g00dDog
    5/5,
    Version: RC3 v6
    A server favorite. I't well built, populated,and fun. Too bad there are no jump pads outside the building. We test maps, and the team votes. This has been a hands down favorite on the Allgood_mvm server, running for over 10 years.
  4. g00dDog
    g00dDog
    1/5,
    Version: A3A
    I remember this broken POS. Tested by our friends,it needed a lot of work, but apparently it's still available to download in all it's broke ass glory. A shame so many map creators lose interest to the point they don't remove their broke ass downloads.
  5. g00dDog
    g00dDog
    3/5,
    Version: a2
    Well, we tested this map and included it on the Allgood server. It is glitchy as hell, especially if a team doesn't take control of the bots and own them. If you don't, the pop files freeze into an endless loop of snipers, or a trapped invisible bot forcing a map change or server crash. Come by the Allgood server, if you iontend to make corrections or updates.
  6. g00dDog
    g00dDog
    4/5,
    Version: rc1b-repack
    Approved by a regular team of friends that play well with others on the Allgood_mvm server for over 10 years running. We test maps and vote for inclusion. Wed don't take kindly to trolls, hackers, and game trolls. This is one of our favorites.
  7. g00dDog
    g00dDog
    5/5,
    Version: RC1
    We've been having a great time in this map. It was tested and approved by a group of friends on the Allgood server, and the team votes for the maps we keep. We've created a couple of mission levels for 4 players or less, and the control point adds to the fun, where most game-in-a-game builders screw it up (like Casino City). It's a small map in a massive space without too much clutter. We play good maps with a good team. Good job.
  8. g00dDog
    g00dDog
    3/5,
    Version: b7
    Awright; It's h-u-g-e and nothing out of the ordinary,but ya done good. The textures and the glass museum showcase aren't spectacular, but most giant environs are usually wasted with outrageously paced uber powerful, uber-bots, but this works quite well. The navigation points are well utilized, and our team on the Allgood server like this map. We test and vote on maps we include on our server. We play well with others so I don't have to.
  9. g00dDog
    g00dDog
    1/5,
    Version: B7c
    Mini games are a huge distraction in this overly massive map. We just get fatigued because of the poor dimensions and tedious clutter in Navigation routes and build levels. There are way too many turns and pathways that just choke players. Bigger isn't better when you haven't got a better way to build a challenge.
  10. g00dDog
    g00dDog
    1/5,
    Version: RC3_New_Fileing
    Why does Bonk_Plant download as 'Chopper' ? We included Bonk_Plant on our server, but it is a beast. I redownloaded mainly for misplaced popfiles, and hope sufficient improvements were made, so I can revise this review.
  11. g00dDog
    g00dDog
    5/5,
    Version: RC6
    Hands down absolute favorite of my testing team from the very start ! Beautiful design and build, with many unique features. No missing textures, and a fun challenging merging of design, navigation, and a well balanced map population for 6-10 players. The decay of the gong is very well realized. the trains run on time, and the textures are very well thought out. It is very different than Hanami, which I suspect is from the same developers. This is larger and more lavish. We have both on our Allgood server where we enjoy our thoroughly tested maps, and really appreciate maps like Teiein that have been perfect since we first tested it. We are not ,arrogant, boot kicking bullies like the Potato Server snobs because we like a good team and good MvM maps. Trust me. I wouldn't lie to you if I was telling you the truth.
  12. g00dDog
    g00dDog
    2/5,
    Version: b8
    Too many good ideas are a bad thing. There were too many developers unwilling to cut out their contribution, or decide whose idea to save for another map. This makes for an over-complicated map mission for 6 player minimums. It's possibly too big for it's own good. We added it to our map list, but we are usually just exhausted and spent playing this monster. I revised and redownloaded this map hoping to see adjustments for the Allgood mvm server. We play like a team so you don't have to.
  13. g00dDog
    g00dDog
    1/5,
    Version: RC2
    I tested this map with friends from the Allgood server team, and it was great until the last 3 waves with nothing but single scouts!
    I hope and wish TF2 mvm map developers would FINISH their work, textures, and cutom bots from hell with TEXTURES and completed missions !
  14. g00dDog
    g00dDog
    3/5,
    Version: RC5
    I need to revise a previous review of this map. While I did state that the Bot population a bit top heavy, and ineffectively timed, if you have a good team of good players, it is do-able, but be ready to be overwhelmed by their speed, given the numerous choke points,the speed of their advance, and frankly, a common mistake these mvm developers make; bad timing for each cluster of bots, over-protected bosses, and the sheer numbers of them. It's a well imagined map, and we do feature Quetzal on our Allgood TF2 community server; in operation for over 10 years, because of the challenge of it.
    Allgood- Play like a team, or just play by yourself.
  15. XEnderFaceX
  16. Anonymous
    Anonymous
    5/5,
    Version: RC5
    I remember seeing this map start from Keikoku, to Whiterock, and finally to Mossrock. I first thought the aesthetic change was just a lazy reach to enter in the Jungle update. Yet revisiting Whiterock I think the visuals improved greatly finding its own identity instead of a barren Upward-esque canyon. There were also some strong, unique objective designs that are welcome into the official roster.

    I find it hit or miss sometimes when it plays out in pubs, where defending A relies on the BLU side of the bridge and teams neglect paths or positions due to the sheer size of the objective area. There are also some obscure Sniper sightlines in places you don't realize are dangerous, which results in an unfair death it feels.

    I like B with the train acting as cover for the BLU team to push with, pretty clever. It does take a fair amount of teamwork to approach or for teams to see their advantage, but I don't think it's fair to fault how most players play the map. Specifically attackers ignoring shutter doors and mostly pushing from the long building with a harsh Sniper sightline on the opposite end. I do find it well made, yet perhaps a one-trick pony as a player coming back over and over to Mossrock.

    Sometimes I prefer other A/D maps over Mossrock and I don't want to deal with the sniper sightlines or want a heavy teamplay map to cap points. Conversely, those same points make the map enjoyable. I love the open space at A, it feels made for the Jetpack unlock. Flanking under the canyon can be a big payoff if risky with a sniper around. Taking space feels rewarding, and the push to B with the train blocking RED spawns reminds me of Freight or Cactus Canyon.
  17. L.A.1o2
    L.A.1o2
    5/5,
    Version: rc5
    Big fan of this map(as well as the fursona), and I hope to see more wonderful maps from you!

    (Not to mention I love the "Cooler" maps!)
  18. Anonymous
    Anonymous
    5/5,
    Version: RC4
    The anti-thesis of room-corridor-room syndrome, I remember this map being touted as. Unlike other open chokepoint maps which tend to neglect enfilade potential (which I don't enjoy missing), each area has both open airspace and small passageways to maneuver around heavily guarded areas.

    I also commend the final push design being shorter to hold out for compared to Hightower's final, which unfortunately muddied PLR's reputation being played for its objective. Theme has beautiful banana-colored sand and a tropical outlook creating an evocative, memorable map. Absolutely fitting for Jungle Inferno's inclusion, makes a fantastic addition to the PLR roster for a play-to-win single stage level, and gave me fond memories over time.
  19. Le_Beholder[DG]
    Le_Beholder[DG]
    5/5,
    Version: a2
    imagine capturing control points in halves.
  20. L.A.1o2
    L.A.1o2
    5/5,
    Version: b1c
    I love it and the flow is smooth!