Latest Reviews

  1. Anonymous
    Anonymous
    5/5,
    Version: (2021-10-12)
    Had a chance to try these out with my own map and I am floored how beautifully organized this was put together. I can toss a bunch of transparent frames into my photo editor, pick one I like, and inverse lasso tool to get a clean photograph of my map with these.

    The download folder has previews, raw photos, and VMT files which is great because before I just dug up the last menu photo VMT I had. There is something special having a neat and tidy resource I can pull out instead of my equivalent of a messy desk with things strewn apart that just work. I love this a lot, and I'll be using it more in the future for sure.
  2. Mr.Quacks
    Mr.Quacks
    5/5,
    Version: A2
    Good Map But its need the present intel that replaces the intels
  3. Mega Typhlosion
  4. Anonymous
    Anonymous
    5/5,
    Version: 2021-10-09
    Cool research and development, probably won't use it out of design principle but it makes a good addition to a mapper's toolbox.
  5. 14bit
    14bit
    4/5,
    Version: A8
    This is one of the only 5cp maps that I keep going back to and thinking about how much fun I had playing it.
  6. Alex.bsp
    Alex.bsp
    5/5,
    Version: B5
    The most fun you'll ever have
  7. Skylark
    Skylark
    4/5,
    Version: b26
    I feel like despite the years in development it was still rushed, and it's disappointing because how this good map could be even better.

    Firstly I find that the height variation is extreme and it's kinda wonky to play on, where battles occur people are on 45 degree slopes and despite being open for non-jumping classes between these high peaks it feels claustrophobic and it's hard to know what's going on around. Too many times have I been killed by a whole team that is behind a ridge that I had no idea about. Also the lines in the sand are still 90 degrees off from where they should be, sand ridges are in the same direction as dunes.

    The routing is confused, less confused than your other maps, but there's still a labynth feel to it (don't get me wrong, your ability to create routing like next to S1A is really cool, I just don't like playing on it). There's many networks of catwalks and ramps which gives the player 10 mediocre choices when they really just want 3 good ones.

    S1C lets down this map a lot, it's way too far from spawn and it has the difficulty I would expect from a final point on a final stage. All games I have played have ended either not capping S1C or capping S2B. S1C is a higher requirement than S2A and S2B. This is partly due to how far it is from spawn but mainly due to how the building S1C is in is basically just a long choke and the position of S1C is so far back red has an easy time pincering ahead and stopping an attack. I feel that this could be remedied by moving S1C all the way forward up to the wall that would block it, and red spawn could be moved forward a little to cut out the first L they turn coming out of spawn.

    For detailing there's not much wrong, S2B is really noisy with all of the greens, oranges, and gold and it's hard to see players, really hard to see stickies, but that is the limit of my dislikes. However I lack excellent things to say, the stone areas are good, the indoor wood areas are good, the outdoor wood areas are not, they look very plain and lack anything remarkable about them (but they aren't bad).

    I'm hoping that some of the issues that are mentioned every time we play it are fixed, like S1 Blu forward spawn the rear exit gives fall damage if you exit going towards S1C, and isn't pushed to RC too early. I enjoy this map but I don't want to see 7 years in development end up with a 4/5, it can be much better.
  8. Zeus3005
    Zeus3005
    5/5,
    Version: a5
    Its map
  9. MegapiemanPHD
    MegapiemanPHD
    5/5,
    Version: RC2
    Top shelf layout and detailing. Fits into the game perfectly.
  10. ShadowMan44
    ShadowMan44
    5/5,
    Version: V1.5
    These would be perfect for a recreation of Badlands CTF.
  11. ShadowMan44
    ShadowMan44
    5/5,
    Version: 2019-09-21
    These look excellent, especially in Sinthetic.
  12. ShadowMan44
    ShadowMan44
    4/5,
    Version: :pppppppppppppppppppppp
    Good looking model! Looks exactly like an old soda machine.
  13. ShadowMan44
    ShadowMan44
    5/5,
    Version: 2
    It is a very sad case that Valve updated the pickups to have the ammo boxes, like seriously if vanilla maps are able to have the spooky pickups during halloween and full moons, then surely they could include these too!
    Also I love the resupply cabinets, shame no valve never added any maps that use them (if there are any as I speak).
  14. Anonymous
    Anonymous
    5/5,
    Version: Release
    Pretty cool map with a giant pumpkin looking like the bread monster's cousin. The Underworld (or Pumpkinworld) was my favorite part having to fight over the cap and narrowly escape the stomach acid. I also liked the scarecrows as a stalemate prevention tool giving weed killer on their death. One flaw in PD is that you can stay in spawn and the enemy has no way to gain points, so Farmageddon has a leg up for me compared to other PD maps.
  15. Snufflepus Penguin
    Snufflepus Penguin
    4/5,
    Version: rc
    I really like the aesthetics of the map, and positions are relatively balanced. I do not like the gimmick of bringing the intelligence to the point and would have preferred if it was just a control point map like Dustbowl.
  16. Anonymous
    Anonymous
    2/5,
    Version: a9n
    A really dull koth map that assumes that all classes can jump. The map never changes between versions yet the creator of this map is always the first to rudely badmouth any map that doesn't have drastic changes between versions. I don't like to see this map in the maplist as I really would like to avoid playing this map again.

    Bath koth made by a really rude person
    1. Niro
  17. Krazyzark
    Krazyzark
    5/5,
    Version: 1.0
    Yes
  18. Snufflepus Penguin
    Snufflepus Penguin
    3/5,
    Version: Final
    I enjoy the concept of the map, but it's age does show. Points feel quite crammed at times, with quite a few crammed corridors. Visually, some things like the first point of the second map looks like a direct rip of TC_Hydro's power plant. I like the final area the most because of the really cool spytech theme, but the first two maps feel kinda mediocre.
  19. Dhonex
    Dhonex
    5/5,
    Version: V10
    very interesting new gamemode, looking forward to making maps for it