tracey-sama's beautiful waifu
XutaWoo - Just Out of Reach
we discussed this already, i think ssg's will be ultimately necessary to make the map flow correctly. and sg's on spawns. plus i think the spawns should be placed more creatively, not just crammed into the flagroom (which also means it will be heluva tough to conquer it if defenders just keep respawning under your feet).
Mechadon (with shai items) - A Roboticized Lizard Comprised Entirely of Wooden Moving Parts and stuff
this map will be too large for 3v3 imo, but it can be a good fit for more crowded games. anyways, turn the BAs into GAs or you're making it too easy for attackers - especially if they rj around from one route to another. bye bye chasers. also i'd love to see the flag lift being ultrasuper slow so there's some more suspense up to the last tic before scoring.
Rottking - Lost Facility #28
looking forward to trying this one out. it has all the necessary parts, except mixed together in a weird way, so i'm intrigued. to bitch at least about something, the red blinking stripes are much more attention grabbing than the blue ones. not sure if it can affect anyone's game, but some people will definitely blame their losses on it.
Luca95 - Gray Mainstream Map
looks like a decent map for 4v4+ games, anything less will feel too empty, imo. cool and possibly clever bases, the mid is kinda poor, like last moment effort before stitching the complex bases together. :P we'll have to see if the flagstand isn't just too deep and too well defended. also i'm a bit disappointed by the inexplicable impassible linedefs at the middle upper regions - those are reachable by rocket jumps and just sealing them off with invisible barriers is lacklustre for nosy players. :P you could totally add a third mid route there, complete with small slow elevators on both sides (for nonrocketjumpers, he he).
AlexMax - Scary Flaggers and Nice Caps
we already discussed about this. i think the lift is open a bit too long now, but that needs to be tested ingame.
TheMionicDonut - Hamburglar Hill
this is big and organic and twisty, can't really divine much about it. actually... it reminds me of subterra (minus lava and bfg), so it's probably going to need a crowd to fill out properly. routes are varied enough and item placement seems competent... possibly a good large pub(lic servers) map. EDIT: oh, the flagroom is actually brutally cramped, plus i don't get the door switches.
Llewellyn - Bridge to Nowhere
this looks like small and brutal rampage. well, it's definitely in more taste than Not Kansas from uctf, heh. i think the two main gimmicks of the map are only half-successful though. the central elevated way should definitely be a zdoom thing bridge. alas, we have to make do with pillars. i think they should be farther apart, because they make movement below too awkward to justify their slightly obscure intent. the switch that opens the door is just crazy, that'd take a lot of teamwork to make use of properly. and of course the teleporter part... first of all, it has a slow lift. that means it's woefully unpractical as a clever way into the defender's back, he'll just notice and he has about 100 years to prepare. that's really shooting your team in their collective knee on a map with insane pace in the main area. second of all, it has spawns inside... NO! make it just a secondary, optional "clever" route. anyone spawned down there will just curse your name, because he's taken out of the action (and for a long time, thanks to the slow lift). especially defenders would take a massive lottery draw with every respawn.
zap610 - Danny Tamberelli's Manboobs
a totally classic design, perhaps too uninventive, tbh. it could still be a fun romp... if everything was 3 times smaller. really, just take the whole map and shrink it. i can't believe how oversized the map is despite item placemet like in a regularly sized map. it's almost realistic-sized, i expected to hear echo after shooting inside, heh. too big for its own good.
skillsaw - Mark it Zero
bowl 2012. for those who don't get the reference, look at zdctfmp2 map20. maps like these are sometimes played to blow off some steam, but the ctf value of such games is... questionable. ffa with flags, i guess every wad has its bowl.
Last edited by dew on Aug 14 2012 at 23:25