Hi all, we tested 19 maps tonight. No maps have been approved to stay on the server.
P.S.: We haven't been able to do map testing for a while because it was hard to find an evening suited for everyone due to exams and stuff.
-- Silvers_-_Carrier_v5 --
- die (Knuckles)
- teamwork (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Shaylo_2_v1.0 --
- die in a fire please (Knuckles)
- we have problem and we're 3.. think with 32.. (Knuckles)
+ Some fun ideas (raz0)
- major failure (Knuckles)
- start and loop sucks (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- shaylo_3_edit_3 --
- bunch of bad boring ideas, never working for multiplayers (Knuckles)
- Just one person needs to go "AFK" up the first hill to fsck everyone (raz0)
- Hardly a 32 player map (raz0)
- way too long (Cygnus)
- hopeless (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Shaylo_4_dachowy_stunt --
- no (Knuckles)
- First jump is way too hard and you have way too little space (think 32 players) (raz0)
- start is bad (Knuckles)
+ overall is good (Knuckles)
- quit the many-cps-in-on-spot (raz0)
- It's no fun spawning in the middle of a loop - so no CPs there (raz0)
- and two CPs right infront of a ramp means you will spawn there indefinitely if you fail it (raz0)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Shaylo_5_max_hard --
- Not appropriate for 32 players (raz0)
- major failure (Knuckles)
- and corporal bullshit (Knuckles)
- If you make it past the first part and have died, you'll have no nitro and can't make it further (raz0)
- way too hard and tight (Cygnus)
- You don't want to spawn right a hard turn and have to suicide 5 times to get a retry... (raz0)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Shaylo_v2.0_final --
- too tight (Cygnus)
- Vehicle changes not forced. Use CP changers. (raz0)
- Checkpoints without an outline (you can only see the arrow) are VERY annoying (raz0)
+ But I've gotta say - it was a fun map. Dunno if it could be fixed to work on this server. (raz0)
- nice map, won't work with many players at the same time. (Knuckles)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Silvers_-_Straighter_Reloaded --
- Backtracking at it's worst. :o (raz0)
- HELLLLLLL (Knuckles)
- useless idea (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- it-s-on))V2 --
- CP 20 needs fixing. It point the wrong way. (raz0)
+ Otherwise a very nice map. Well done. (raz0)
- agreed with raz0 (Cygnus)
+ it's ok. (Knuckles)
Voted yes: 1 / Voted no: 2
* Map deleted *
-- Bulletproof --
- Way too tight start and first part (raz0)
- add a CP between CP 8 and 9 so people don't try to jump down (raz0)
- needs repairs (Knuckles)
- Repairers need to be more accessible, not hidden so only regulars can get to them. (raz0)
- the repairers need to respawn instantly (Cygnus)
+ good map otherwise, i always love driving the bullet (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Infernal_Sprint --
- Start looks bad. Big speed build, then sharp corner followed by tight parts. (raz0)
+ Sort the start. Rest looks good and fun. (raz0)
- start really needs fixing (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Labda_Survivor --
- Not much fun in this DD. Monster will win unless it sucks like me. :o (raz0)
- lame dm (Cygnus)
- agreed (Knuckles)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Sad_Sadler --
- the ramps at cp2 are too tight (Cygnus)
- agree.. they are also angled slightly bad (raz0)
- This race is also a bit plain, using many "cliche" roads, but it's okay decent I guess. (raz0)
Voted yes: 1 / Voted no: 2
* Map deleted *
-- Tetris_BETA_4.0 --
- CP5 points the wrong way (raz0)
- kinda confusing at multiple points (Knuckles)
- too easy to fly right through that plane tower (raz0)
- there needs to be no gaps at the ramps at CP 14 (raz0)
- gaps between the ramps that is (raz0)
- don't use non-cp changers (raz0)
- needs to be easier to get out of the "chamber" at CP 3 - stones block the tiny ramp (raz0)
- you should always be able to see the next CP. You can't see CP4 easily, so it's confusing. (raz0)
- tiny ramp at CP 6-7 is annoying (right when you come down from the coastguard slide (raz0)
- last CP is invisible? (raz0)
- nrg pickups at cp6 can easily be missed (Cygnus)
+ We don't usually allow dinghy fall-style maps on this server, but this map has many driving parts, so I am willing to accept this if it's fixed. (raz0)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Tic-Tac --
- very tight part at CP 4-5 (raz0)
- getting to CP 13 is slightly confusing (raz0)
- a loop with a very tight part is even worse :o (raz0)
- I don't need arrows on the road - I am not that stupid. :p (raz0)
- too tight, loop gets boring (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Grapefruit --
- tight start (Cygnus)
+ Very very nice route. Absolutely love it. (raz0)
- will create huge cluster when people lose control with those tight roads (Knuckles)
- A less tight part needs to be appended at the start though, or this will be hell with 32. (raz0)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Mango --
- CP 2 is a major problem (raz0)
- don't like all the hidden changers either - will be a benifit to regulars only (raz0)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- RebornMarchCircuit_0.4 --
- random barrels on landing ftl (Knuckles)
- Remove the barrels at CP 6-7 (raz0)
- use CP changers - can avoid the patroit changer (raz0)
- remove the patriot changer... (Cygnus)
- the vortex jump is confusing (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Weeds_SF_Sunset_Tour_Part2_V2 --
- way too tight start (Knuckles)
- not a fan of the route down CP 20-21 (raz0)
- the crane at the end is still too easy to hit (Cygnus)
Voted yes: 0 / Voted no: 3
* Map deleted *
-- Sowetto-Streets --
- Invisble road at the start. (raz0)
- If you find it necessary to add loads of arrows, then you need to rethink what you're doing (raz0)
- confusing parts all around (Knuckles)
Voted yes: 0 / Voted no: 3
* Map deleted *
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1 comment:
Alright I'll try to fix those things in my maps.
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