So...finally I got around to completely my reviews, I had no desire to do a placeholder post as that just seems stupid <_<
Anyways, with each review i am posting a stats link, heatmaps should soon be available as soon as pepper can fix whatever broke the database.
Oh and the average is more for my benefit then anything
Animus
Category
|
Rating
Gameflow|2
Balance|3
Detailing|4
Optimization|4
Style|3
Average|3.2
Ive never really been a bit fan of the layout, the first stage is exceptionally long when compared to the other stages and tends to be a bit exhausting when played several times. The orange color overlaying the map is an interesting effect, but frequently reaches the point where it effects visibility. Despite that the map is detailed quite well to fit that theme. Along with the first round being long, its also very flat, that tends to make the gameplay a lot less interesting. The second stage happens to be my favorite and I would rate it alone as 4, 4 for flow and balance, the availability of many different heights in the map is quite nice, in some areas it may be a bit overdone, for instance I could see the upper exit to the spawn and the area immediately around being removed. The third round...tends to simply be a bit of a spam fest, very narrow with both teams spawning very close to each other. As for optimization, I never noticed any performance hits, about all I can say.
http://stats.tf2maps.net/map.php?id=974
Arctic
Category
|
Rating
Gameflow|4
Balance|3.5
Detailing|2.5
Optimization|3
Style|4
Average|3.4
I quite like the progression of this map, the stages increasing in length instead of shortening is something I greatly prefer in plr. The first round is my favorite in this case, the fact that the round manages to stay rather compact while still having multiple side paths is a great accomplishment. I have a lot of fun playing as spy and heavy on this round. The second round does need some more work though, every single time ive ever played this map I just go sniper, as its just so easy. Not to say I don't have fun doing this...but I imagine the people im hitting are getting mildly annoyed
The third round is just...too large, reaching the cart when its at the end is a painfully long walk, I mean, ive seen forward spawns, but ive never spawned in one. I almost think it would be more effective to always spawn at about the middle that way the overall walk is alot shorter. Obviously most of the map isn't detailed yet, the part that is looks quite good though, even the dev textures are displaced in interesting ways. The crashes tend to detract from the fun. <_<
http://stats.tf2maps.net/map.php?id=998
Bayou
Category
|
Rating
Gameflow|3
Balance|4
Detailing|3.5
Optimization|2
Style|4
Average|3.3
Never been a fan of the single stage attack and defend alternative, ive never seen it really be as good as the multiple stages. Surprisingly well balanced considering that, I have actually seen all the point successfully defended at some point in time, just as ive seen blue win. So that is a good sign for balance. All the points being at various heights and locations is also a plus, though it takes a bit longer to figure out the map, a bit of sign overkill as well. The detailing is appropriate as well, and a nice use of the swamp theme, though frequently you get the impression of props just randomly thrown about, the tilted building is quite amusing though. At several places in the map my fps would drop below 60, the area outside the first point being the most notable, and obviously the tilted building. The exceptional difficultly to get out of the water around the last point is also kinda annoying.
http://stats.tf2maps.net/map.php?id=1006
Cornfield
Category
|
Rating
Gameflow|3.5
Balance|4
Detailing|3
Optimization|4
Style|3.5
Average|3.6
I credit this map for getting me to play spy again, spy is ridiculously fun to play on this map, on every stage. The first stage is nice and simple with side paths that don't detract from the flow at all. The second round maintains alot of the good features from the last round, but it introduces a "back area" which sees minimal use and could stand to be removed, then obviously there is the crossover bug. And after a cart makes it past the crossover the defending team seems to very frequently forget about the cart. The last stage happens to be my favorite plr finale, the complex area around the starting area makes it very easy to get close and knock the opposing team off their cart, something ive always hated about pipeline. For style...you know, generic desert, +.5 for the present in the skybox.
http://stats.tf2maps.net/map.php?id=995
Haarp
Category
|
Rating
Gameflow|4
Balance|4
Detailing|4.5
Optimization|3.5
Style|4.5
Average|4.1
A very good map in my opinion, and because of that I really don't have
that much to say. First round is fun with a variety of classes and a variety of roles. Second round is the weakest, the first point just feels very static, the sentry positions are virtually the same every time people usually do the same thing, and blue always takes it. The 2nd point is an interesting layout but very frequently it becomes a sentry farm if red team desires to do so. The last round gets the same general comments as the 1st, with the addition that the final point being very open, yet defensible is a nice change. One thing that always kinda bugged me was the nobuild on the point. Details are nice and original, and the theme is fresh and very well maintained. The only thing keeping it from a perfect detail/style score is the lack of some kind of ending scene. A few places in the map where fps drops briefly below 60.
http://stats.tf2maps.net/map.php?id=988
Highwind
Category
|
Rating
Gameflow|2.5
Balance|3
Detailing|3
Optimization|4
Style|4.5
Average|3.4
I quite like the new style, which in my opinion does fit the tf2 theme just fine. The gameplay is initially quite fun, but starts to get stale after the 1st cap. Repeatedly going through the same level with a very slow object to push is kinda tiring. Then the fact that there isn't really a "goal" makes it really feel like your just killing time. While the theme is very nice, the detailing is rather sparse.
http://stats.tf2maps.net/map.php?id=996
Nightfall
Category
|
Rating
Gameflow|4
Balance|4
Detailing|3
Optimization|3.5
Style|3.5
Average|3.6
One of the more fun plr maps. First stage gives alot of variety in route choices, so many in fact that I tend to forget about the cart in favor of the better path, as the cart path is the least advantageous. The second round is a joy for the offensive engie, a big plus for allowing building in the setup area. The last round is again an interesting change, yet I don't have any strong opinions on it. On the detailed rounds the night/sawmill theme works reasonably well, though there are a few fps drops below 60.
http://stats.tf2maps.net/map.php?id=990
Panamint
Category
|
Rating
Gameflow|3
Balance|4.5
Detailing|3.5
Optimization|4.5
Style|3.5
Average|3.8
Very well balanced map, at no point while playing did it ever seem like one team had a greater advantage. It really irritates me when I can't build in the large empty area outside of spawn on the blue team. The first point being high off the ground but close to blues spawn works well. In the second round the "badlands" 2nd point is kinda annoying to defend, as you pretty much have to defend directly at the point. The 3rd round has a ridiculous amount paths to the 2nd point, and the one that leads so close to the point and reds spawn may not be the best idea.
http://stats.tf2maps.net/map.php?id=969
Panic
Category
|
Rating
Gameflow|3.5
Balance|4
Detailing|3.5
Optimization|4
Style|5
Average|4
This is my favorite map in terms of style, all the random crap is just fantastic, the cart killing people, the wall exploding, the the extreme bass. The frequent darkness causes a few hits in both detail and gameplay, the dark corners are a bit annoying regardless of whats going on. The first stage ive played engie at least twice as much as every other class combined, the availability of the good offense engie positions is very fun. The second stage tends to pale after the first, I am not really a fan of the disturbingly direct path between both teams destinations. It gets very spammy, very quickly, and the other path options end up dead as soon as the carts leave them. For the third round I like how it seems to fix everything I don't like about pipeline, the two narrow paths are blocked from spam and being shot from across the map by a nice building. A building which is also very effective for defending. The fact that it almost always has a fast result is also very refreshing.
http://stats.tf2maps.net/map.php?id=1004
Premuda
Category
|
Rating
Gameflow|2
Balance|3
Detailing|5
Optimization|3
Style|4
Average|3.4
Not bad, not bad...obviously one of the more well-detailed maps. The gameplay seems a bit lacking though, overall I dislike how the layout is always positioned in such a way that it is by a wide margin the best idea to defend the point directly. This does ensure that red is actually doing their job, but it results in painfully static gameplay. It
always comes down to uber vs sentry and thats not really all that fun for the rest of the team. Points 2-1, and 3-1 are the only ones that don't end up like this. For the most part the formula of who wins is entirely tied to whether or no blue has 2 or more good medics, and that just plain not fun. This is the first map I didn't critique the individual levels, but my opinion is basically the same for all of them. <_<
http://stats.tf2maps.net/map.php?id=1000
Rollout
Category
|
Rating
Gameflow|3
Balance|2
Detailing|2
Optimization|2
Style|4
Average|2.6
The map just feels...weird, between the scores only being calculated at the end of all the rounds, the rather abrupt and strange advancement to the next round, and the imbalance between teams. The first round is actually quite fun, but all the ones after it feel pretty much like long individual paths, kinda boring in terms of gameplay. The server crashing and odd round changes lead to a lower optimization score. The entire map being dev lowers the detail score. And the attempt at a more dynamic plr map leads to a higher style score, though poor execution in terms of balance and overall fun lead to lower gameplay scores.
http://stats.tf2maps.net/map.php?id=1001
Scoville
Category
|
Rating
Gameflow|4.5
Balance|4
Detailing|3
Optimization|1
Style|4
Average|3.3
Hands down the biggest fps hit ive ever had from a map, that said ive always found the map quite fun, as a variety of classes. Unlike most maps I don't have a set class I play at least once every round depending on how its setup, and I quite like that. Id go as far to say that the layout is likely perfectly balanced, a nice amount of side paths, the main paths are open but not really dominated by snipers, and the third round is just excellent, I have yet to not have fun on it.
http://stats.tf2maps.net/map.php?id=997
Slate
Category
|
Rating
Gameflow|3
Balance|3.5
Detailing|4
Optimization|4
Style|3
Average|3.5
Average...its simply the best way I can describe the map, its just there, its not bad, but its not really that great. The first round I actually really don't like, it does the opposite of what most multi-stage maps do, it starts out very narrow, with minimal path options, this makes it a rather boring start as people keep getting funneled to the same places. The second round improves on this slightly at the first point as you have alot of options as attack and defense, namely defending away from the point is actually possible. At the second point it narrow to two paths exiting is almost the same place, leading to a massive choke point, creating that uber vs sentry gameplay that is just so boring. The third round is by a wide margin my favorite round, there are far more different options for paths and class choice...once blue gets past the first point. I think the 2nd point is by far the best done point in the map, sentries on the point can be distanced, extra sentries can be avoided.
http://stats.tf2maps.net/map.php?id=961
Snowdrift
Category
|
Rating
Gameflow|2
Balance|2
Detailing|3.5
Optimization|4
Style|4
Average|3.1
This map overall just feels blah, most of the time blue rolls through red until the last point where it can go either way. This has the effect of making it rather...not fun...for both teams. The lack of a blocking zone pretty much just allows blue to "tfc" cap all the points unless red piles most of their team around the point along with several sentries. Which in turn pretty much forces uber vs sentry gameplay, more so then any other map ive seen.
http://stats.tf2maps.net/map.php?id=975
Solitude
Category
|
Rating
Gameflow|3
Balance|4
Detailing|3.5
Optimization|4
Style|4
Average|3.7
This map just came out of nowhere, and holy hell, its actually fun! (first exclamation mark ive typed without being sarcastic in at least 6 months) The first round is basically the standard desert theme, with a straight forward path, supplemented by a few ways to sneak behind the other team, and assault at a distance, the ability to reach your cart and the point you need to defend from spawn is very useful. The second round is my fav, the path directly to your opponents spawn area is very fun. The other abundance of ambush paths keep the rather short track fresh. The third point I am not really a fan of, the area in the middle is just not fun to be in, the enemy could come from virtually anywhere, this makes the area alot less fun for low hp classes, as your virtually a sitting duck all the time.
http://stats.tf2maps.net/map.php?id=991
Vector
Category
|
Rating
Gameflow|4.5
Balance|4.5
Detailing|4.5
Optimization|4
Style|4
Average|4.3
My favorite map coming out of this contest, its just the most fun to play. The state of progression has been perfected here, each round is actually harder for blue then the last, this is maintained by a decreasing number of wider path choices for the most part. I really don't have anything to say about the layout...namely there isn't anything I can recall irritating me. Its balanced in the correct way, namely, blue wins a little more then 1/3 of the time. This boils down to blue normally winning the first, frequently taking the 2nd, and sometimes taking the third. And I call that a success.
http://stats.tf2maps.net/map.php?id=999