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Prison Island; The Contest Map vs. Ghostsniper(the map)
Tweet Topic Started: Jan 15 2007, 12:32 AM (1,618 Views)
Chipsinabox Jan 17 2007, 01:56 AM Post #31
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Ive played it. Cant review now but...









9/10
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Knuckles83 Jan 17 2007, 02:01 AM Post #32
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Slugman Yo
Jan 16 2007, 04:03 PM
I think I know what he means by "those places". It's the spaces on the third floor that can be accessed by diagonally crossing tiles. The bots will stop moving in any mode if you go to those places and it's really cheap.

Ah, yeah. I know what your talking about it. I've crossed through those areas before. I think it's only a problem in Bagtag though. When I cross through tiles diagnally(sp?) that bots can't go through, the bots on the lower floors will still shoot though, if you are playing most modes besides Bagtag.


To Chipsinabox: Aw, I see you're too busy to make a review. If you were gonna review it later, you didn't have to have the score now, but if you still plan to making the review, take your time.
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Le_Faucheur Jan 19 2007, 04:56 PM Post #33
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Layout:
well, the map has a good size and is really frantic, you have space to move, but have to be careful because of death pits. it's a bit complex but not too much. there are some kind of nice sniper spot (especially one bridge over a door).
but the room with the ramp is very little used + I don't very like the small hideouts, it gets me confused when I try to leave this room.
also, there is a platform on which you can jump, with a ramp to get back in the arena, but I don't really see its use, it doesn't even allow you to escape in another area.

8/10

modes:

tried deathmatch, team deathmatch, vampire and CTB.
they were all good and frantic (a bit less for team deathmatch, but the bots were more scattered (even if you could stay in the tile 31 for the whole match and never run out of frags)
deathmatch and vampire are especially fun and frantic.
CTB seems balanced, but the ennemies bots sucked too much, they could only get my bag when spawning next to it.
could be good against humans, provided the two teams only spawn in and around their own base.

10/10

atmosphere:
it's a kinda strange map.I fail to see how it is a prison and how it is an island. the deathpits look a bit strange, the color is ok, but doesn't fit the mines.the default color fits the sky which is good.
the music fits the level, but is too slow, khallos express or helicopter khallos express would have been better.
looks ok in overall, but nothing really amazing.

6.5/10

overall mark: 8/10
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Slugman Yo Jan 19 2007, 08:23 PM Post #34
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I disagree :D

You should've at least given the map a better "atmosphere" rating. The prison cells are the windowed off areas and the sniping spots which you can get to by diagonally crossing platforms are like outposts. It's a prison that's built on an island surrounded by green liquid (acid). It all makes perfect sense. It's your opinion, though, and it's not even my map, so perhapsd I shouldn't interfere...but I did anyway...
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Le_Faucheur Jan 19 2007, 08:27 PM Post #35
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mines aren't acid
and I don't see why there would be holes with acid in a prison.
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Slugman Yo Jan 19 2007, 08:32 PM Post #36
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It's a futuristic prison! :lunatic:

The mines could be anything. The acid is very strong and it is combustible upon impact with any substance other than CO2, O2, and H2O. That explain it? :right...:
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Knuckles83 Jan 19 2007, 09:05 PM Post #37
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I guess you could think of that way.

Thanks for the review Le_ Faucheur. Glad you liked my map! Well, I did the best I can to make it look like a Prison and I guess it isn't so much of an island. Well, the prison cells(which are the windowed off areas, like Slugman said) and the lightning are suppose to make it look like a prison. I guess you could think of Island being surrounded by the green acid.


Usually, I don't focus too much on making realistic maps. Maps like Final Haunt aren't realistic for instance.
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Slugman Yo Jan 20 2007, 01:11 AM Post #38
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UGMF2 had a theme, that's why it was good! Final Haunt or The Ark didn't really have that much of a theme except large areas and hallways connecting to them. The feel of the map is more important than people think. :right...:
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Le_Faucheur Jan 20 2007, 01:29 AM Post #39
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tell online people!
most of them make maps in 30min! (0s to think about the map, and 30min to make it, because they don't know how to use the mapmaker! XD )
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Slugman Yo Jan 20 2007, 01:49 AM Post #40
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Well, I can't tell online people cause i have Gamecube. Also, how will we judge the maps if they are only available online? Someone will have to transfer them to Struans... :deceptive: ...

Edit: Whoops! :whoops: I though I was replying to the "Here's a Challenge" forum.
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Knuckles83 Jan 20 2007, 02:49 AM Post #41
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Slugman Yo
Jan 19 2007, 07:11 PM
UGMF2 had a theme, that's why it was good! Final Haunt or The Ark didn't really have that much of a theme except large areas and hallways connecting to them. The feel of the map is more important than people think. :right...:

That is true. I also focus alot on lightning, which was why I thought Final Haunt had a great atmosphere.


Also, I plan to make UGMF 3 soon.
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Knuckles83 May 4 2007, 02:10 AM Post #42
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Le_Faucheur
Jan 19 2007, 03:27 PM
mines aren't acid
and I don't see why there would be holes with acid in a prison.

Sorry for the double post(if u decide to read this), but i sort of missed typed at the intro of the map. I meant to say that the mines represent the green acid, and that's probably why u got confused. Mines aren't acid, I know that, but i meant to say the mines represent the green liquid. But it doesn't matter though. This topic is monthes old anyway.
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Knives May 4 2007, 06:40 AM Post #43
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Slugman Yo
Jan 19 2007, 08:23 PM
I disagree :D

You should've at least given the map a better "atmosphere" rating. The prison cells are the windowed off areas and the sniping spots which you can get to by diagonally crossing platforms are like outposts. It's a prison that's built on an island surrounded by green liquid (acid). It all makes perfect sense. It's your opinion, though, and it's not even my map, so perhapsd I shouldn't interfere...but I did anyway... Like usual >_>

It doesn't look like a prison island at all, Faucheur is right, Ivan had crap arguments like "the dark lightning" Oooooh, dark lightning, yeah I must be on a prison island. Outposts? Right. An island surrounded by green liquid? You know what islands are usually surrounded by? THE SEA. OMFG! Of course, you'd come up with the excuse "the sea has turnteted into green communist liquid bololoolol" but that isn't the case, seeing as there is NO BACKSTORY. The windowed areas prison cells? Well how the hell do they lock people in there if there are NO DOORS to them? Oh yeah, they don't, because communists are all equal, so criminals must be equal too and join the modest teaparty >_>

You don't interfere with people's opinions unless they have crap arguments, like yours.

I'll make the map today and review it. This thing reeks of "overrated", but hey, I could be wrong.
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Knuckles83 May 4 2007, 06:47 AM Post #44
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I never add doors to any of my maps because there is a glitch. The bots get stuck at the doors til you're near them. When I added doors on my map Maze, I played a virus match and noticed that it's taking along time to for the virus bots to tag everyone, but when I went near the doors, there were a bunch of people next to them some with viruses and then others got tagged and caught the virus, so that's why I don't add them. If you turn the radar on, you'll notice the red dots won't move at all.


Come on now, my maps aren't suppose to be realistic. I know some of u are aiming for that, and that's why some people don't like my maps, because they seem inferior to ones some of you make.
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Knives May 4 2007, 08:35 AM Post #45
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I don't say that maps have to be zomgwtfuberrealistic. I was just replying to Slugman who said that it did look like a prison island, which, sadly, it doesn't. The doors thing doesn't happen all the time and having doors no autoclose usually completely takes care of the problem. I don't aim for zomgwtfuberrealistic maps too. I try to go for gameplay first and foremost, and usually try to add something original too.

Review

Layout:
This is one solid layout, like others have said; it's not too complex nor too simple. There are many angles and holes from which you can shoot, which is very good. The bots use some of these, which is very good too and a bit unexpected(in a good way). There are a few cool original things here, like being able to drop down to the way with the teleport. There are allmost none unused areas, the only exception being the area with the windows next to the large ramp, and the tile 16's in any other mode then CTB(but that's on the side of the map, so it doesn't really annoy that much).

I give the layout a 9/10

Item placement
The item placement for this map is very solid. In fact, the placements for all he "mode items"(zones, bags) is perfect. The weapons are generally placed well, they are very viewable and they're generally placed in the right place. There are a few exceptions, such as the tactical 12 gauge next to the zone, it's basically a shotgun in an open area, though it works okay for zones(since it's next to one). The other exception is that there are simply too many plasma autorifle. Most of the time, I hate this weapon, since in most maps it's so overpowered that it's not very fun. It's not even scarcely in the map, either, it's pretty much scattered around as much as a gun #3 or 4. This annoyed me, since the rest of the placements were so good, and the rifle was the thing that killed me 90% of the time. Also, there are too few health packs, especially with a a weaponset that consists mostly of machine guns. Another health low + armour low in the area with the windows next to the large ramp would've been perfect, since it's the only pretty much unused area, taking away two problems in one.

Another problem I had with the map was the weaponset. 3 types of machine guns is simply too much for a set that has 6 weapons. They're all the most powerful ones too, so the flare gun(which is barely used anyway) and the starting weapon don't really stand a chance. With the plasma autorifle being severely overpowered AND overused, I feel that the weaponset lacks balance and variety. A few mines or grenades instead of a machine gun would've helped immensely. And yes, there is "another suggested" if I don't like this set, but honestly, it's the fairest if every map get's rated on the original weaponset. It wouldn't really have specialised weapons if I suggested 8 different sets for it, now would it?

7.5/10

Gameplay modes
Regular deathmatch is good and frantic, BUT because of the slightly limited weaponset it's kinda one dimensional. That's not to say that it doesn't last a while while you're at it, since the layout is so good and it provides enough cover. The falling in the hall with the teleport is a nice escape route, and that thing helps for other modes aswell. It does get kinda old after a few matches, though. Deathmatch get's a 7.6/10

Monkey assistant is like deathmatch, but slightly cooler since the monkeys are way overpowered together, lol, which makes them a force to be reckoned with, which gives a tighter, more exciting match. 7.8/10

Team deathmatch
Well obviously this map isn't designed for team deathmatch, at least the spawns aren't put that way. As such, this is a less frantic version of deathmatch, which basically means that it pretty much sucks... sorry. It's SLIGHTLY decent though, 6/10

Capture the bag is good. Your bag is stolen a lot(well more then in most maps, bots don't really score but that's pretty much impossible against a decent player anyway), there are multiple paths and you get shot down trying to steal their bags sometimes. Nevertheless, it's still a bit too easy, and while all the machine guns do something to shoot you down, a few mines would've made it so much better/more fun. Capture the bag gets an 8/10

Zones
Zones is pretty good. It's not too easy, since the other bots do put up a fight. The zones are also not too far away from each other, but not too close either. My only quarrel with it is that it... well... isn't that fun over the long run. I had to figure out why since most of the things that were done here were done well, but I guess it get's back to the weaponset again and the fact that the franticness of deathmatch is gone here too... Still, this get's an 7.8/10

Bagtag is pretty bad... For one, it's way too easy to keep the bag, since bots pretty much don't get other weapons then weapon 1, and another thing is that there is this hiding place(when in the tile 9 with the 2 diagonal routes, go left) that only humans can get too and then, none of the bots can touch you... I give it a 5/10

Elimination/Vampire
These are good, better then deathmatch. Elimination is great, the mines finally add here, and it's truly a struggle to survive(the franticness is back), which is good. Vampire is pretty much the same, the time limit doesn't really add since there is cannonfood neaby 99% of the time. 8.5/10 for elimination, 7/10 for vampire(I like it when the time limit does add some pressure, otherwise you could just play elimination)

Virus is meh, but I hate it anyway so let's not take it in.

Shrink/Gladiator/Thief
Gladiator is actually good, since bots do get the weapons and it's hard to remain Gladiator. I give it a 9/10(I haven't seen many maps good at gladiator so I have little to compare)
Shrink is the same as deathmatch, and because of the weaponset, it doesn't really matter how small people are, which isn't good for shrink. It isn't unplayable though, 6/10
Thief is decent, the tactical 12 gauge actually becomes more usefull here since bots run for coins, it's also pretty frantic. It's not outstanding though, I give it a 7.5/10

Conclusion modes it's a great achievement for a map with this layout and this many stackables to have pretty much all multiplayer modes available. However, some are good to great, some are decent, and a few are very bad. Overall, I'd give it a 7.9/10(not an average, I think)

Atmostphere
The atmostphere of this map isn't really that good, sadly... It doesn't look like a prison island, and the lightning isn't nearly dark enough to be scary, threatening, or foreboding. The only thing I can think of that's good about it is the well chose lightning for the "liquid", and the contrast between it and the somewhat dark default colour. It's okay, but nothing great. 6/10

Conclusion
A good map, one of Knuckles' better maps, aswell. I'd recommend it, but don't expect the best map ever, like some would suggest. It's good, but not brilliant.
Overall, I'd give this map a solid 7.7/10

It's not the best, but hey, at least it got a groovy grade :lol:

*edit* Wow, that is one long ass review. Now for some people to actually READ it all >.>'
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