dew
Feral Kid
Posts: 1704
Registered: 05-08 |
whoo:
is the bfg just a decoration? :(
anyways, i think you should just move the spawns over weapons, the pistol spawns just get annoying in high count FFA. also you have SSGs thrown everywhere, but decide to put a SG on a pedestal. i won't lie, i laughed when i saw how it was sitting there all badass, are-you-lookin-at-me style. perhaps an armor instead? :P also the invis should be something else (some armor or a soulsphere perhaps?) and the spawn behind it should go elsewhere. that's a bad place to be spawned without any weapons... and my hatred towards unnecessary invisibility spheres is rather well established by now, i'd say, hehe. it is certainly possible to use them in DM maps, but they have to be pretty much the centerpiece and not just a handout at spawn.
oh... and again, the shellboxes right next to SSGs are unnecessary. you get 40 shells for picking up SG or SSG on nightmare DM.
snakes:
the bright red sky/floor is pretty aggressive on the eyes. :( on the other hand parts of the inside hall are quite dark, so the contrast is that much more eye-stabby. can the sheer redness be toned down a little (or a lot)?
i'd probably go without the pistol spawns and just move at least SGs and CGs under them with SSGs being nearby items of interest. the plasma jump is super-neat, however i'm not sure the weapon itself is worth it enough. the map is fairly simple and arena-like, so how about dropping a BFG there instead and moving plasma instead of the easternmost chaingun? that should keep the guys trying for the jump and the campers waiting under the window. :P
the eastern pit could use a stair exit, maybe at the waterfalls or at the armor... the lift is fast, which is definitely good, but the pit is still quite a blind alley. i'm not sure if the BFG idea would work as i imagine it to, but with a simple design like this, it can be a cool semi-spammy fun fast enough for the FFA fans, or a total BFG spamfest with infinite spawnrape, which will instantly make you the god of mexico.
skillsaw:
damn, that pic looks tasty, but i'm getting nothing from the download link. it just shows me the mediafire homepage. is that just me?
donut:
wow, that second map is of rather unusual design. i don't see any obvious error in need of fixing, so i'll wait with any pontificating after i actually play it live. i think i've seen something remotely similar in one of onslaughts, but i dare not judge.
the revised first map looks neat, hopefully it'll also play good!
clonedpickle:
this could actually be a fun bloodbath. i'm not sure if the double spawns with a single weapon in front of them is a good idea... but hey, it might make spawnrape harder. i'd still get rid of either spawn thing 7 or 8.
wartorn:
the ammo around weapons is mostly superfluous (not the rocket boxes of course). the secret is weird... was it really supposed to be a chaingun inside? i probably wouldn't go for the BFG, but perhaps a soulsphere or a fancy armor inside could work. the timer should be sharper though. this way it's just weird. :P
again, i would just move spawns over weaker weapon pickups. i would also expect a spawn on the eastern mini-fort, it just looks designed for it. :)
walter:
holy crap, dude... that's a weird concept. the shooting switch secret is pretty hilarious, but i have to wonder how this will actually play. it's huge and mostly cavernish, then it changes into super-cramped halls and doorways serving as chokepoints... interesting experiment, but i'm not sure how functional.
Last edited by dew on 10-24-11 at 03:28
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