AUTOMATIC 5 STARS
These maps are of very high quality, and they are very enjoyable to play online. But some of the 'buildings' could do with a little bit of work, but all in all a brilliant map pack.
Seen it and, I'm sorry it's just too plain. Try varying textures, work on you differential shading and but a bit more detail to the geometry and it might be at least 50% better IMO.
This really keeps the migraines away from long hours of texturing.
I've probably only seen about half of these. Some were bad. Some were great. I'm glad they've all been collected together. It would have been a shame if they were lost.
Never thought I'd play rugby. Fun maps.
When I first played Paradise Lost in 2007, there were only 3 maps, but they shared a distinctive look and feel. The pack slowly grew in size and the new maps were equally impressive. However, it feels like there was a definite style change sometime in 2009. The newer maps all feel very similar, boxy, and use the same bland grey and red texturing. There are so many maps now it's hard to even remember what they look like by name, and picking one at random is no longer sure to be a good game. It seems like ever since Power Drive you've been doing something different, and although the newer maps certainly aren't bad, I wish you had spun them off into a separate pack.
It just doesn't feel the same having the order mixed up, and there are so many maps it's almost impossible to finish in a single sitting. I also miss the terminal levels bookending KTAII.
Otherwise, there are some great new maps in this pack, and the co-op bug fixes are appreciated. A+++ WILL HOST AGAIN.
Great job with this script. Every once in a while life calls for some extra rockets, but most of the time the people making the maps put down all this superfluous SMG ammo and Fusion pistols.
I haven't had a chance to play any of these yet, but the screenshots look good and they're stevemaps so I'm going to call this a solid 3. Keep up the good work.
THERE.
but they look like suck. fun map? idk.
Where do we submit tag maps for officialdom evaluation?
Looks remarkable, especially for a first map, but I think the map is too geometrically complex for its size; slowdown should always be avoided whenever possible, and some of the details could be pared away for performance. (The best place for this is that candy-cane step in the big side room, which I think is pretty ugly anyway.) Still, the minute details in some places are really appreciated.
The layout itself is fine, but I think it tends too much toward hallways rather than rooms, which leads to an excess of suicides when there are as many rockets as there are on this map.
A word of caution for the future: more polygons do not make a map better. It's better to have a visually simple map that plays well than all the bells and whistles but either doesn't run smoothly or has various flow issues. In this case, slowdown is a problem.
The map itself certainly shows competence and a keen eye for details, and it'll just take practice to hash out the smaller stuff. I'd give this a 4.5 but I'll give you the benefit of the doubt. (Plus you can't do half points anyway.)
Holy smurfing thrall! that outdoes some if not all of my work. You win!
Very nice map with a good flow and interesting height differences, especially around the "parlor" area. This is perfect for carpet bombing techniques!
However, it lacks a bit of ammo for 4 or more player games: even if there are a lot of spawn points. You should tweak a bit the "item count" item parameters to solve that.
Texturing is very very nice, except maybe for the big blue elevators. Shading is really nice too, but maybe differences are too subtle in some places (like the parlor ground)
The only real issue is with the over-complexity of the architecture which cause major slowdowns on netplays with many players. Using custom textures for your chessboard effects could really help there, especially for the "Parlor".
This net map far exceeds expectations. The aesthetics, architecture and texturing are near perfect, and there are plenty of weapons and places for a good fight. The one and only problem is that the map is very cramped; I found that the shotgun and SPNKR became too powerful in such a cramped map. Nevertheless, a brilliant first net map. I can't wait for the map pack.
The flow is going to have monumental problems. There was a dead end of note in the bottom left; a large portion of the map is just one long corridor. Also, the texturing is very bland, and instead of putting a liquid texture to the floor, I think it might be a little more seeming to actually give them a liquid. Also, the map seems very flat, and too cramped. Open things up, and try to limit your hallways.
This is Nice...5 stars
Two things remain: 1. Still needs more ammo; it's particularly hard to find because the map is so spacious. 2. Research MML to fix that water fader!
You're just about there. This is a fun map, it just needs that final push.
So simple yet so effective. Win. But it still ruins COLORSPEACK.
The two new maps bring this pack from "good" to "excellent."
The only thing I'd change is to add a small amount of rockets to "Time;" with all that space they'd be balanced fairly well with the other guns I think.
How many more maps will there be before this becomes Maxipax?