Monday, July 28, 2008

Map Testing - July 27, 2008

20 new maps and 7 collected maps were tested in tonight's map testing session. 4 maps have been approved, these are the results:

-- Cannon_Cross_DD --
- don't like it anymore (Knuckles)
- The hole is too tight :x ([O.o]Alpha)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- Cross_DDV2 --
+ i won a dm :o (Cygnus)
- Too much space ([O.o]Alpha)
+ lovely (Knuckles)
Voted yes: 2 / Voted no: 2
Votes tie; moderator's vote is decisive
* Map approved *

-- S002_By_Snipe --
- Be more original with your map names. How about 'Alternate routes'? (raz0)
- The start wasn't as spread out as you stated ([O.o]Alpha)
+ Overall it's decent ([O.o]Alpha)
- I think the first corner is going to be a problem. Only experienced players are going to stop in time. (raz0)
+ But otherwise a very very nice race. Love the idea. (raz0)
Voted yes: 3 / Voted no: 1
* Map approved *

-- GantonSQuare_By_Rao --
- No RS ([O.o]Alpha)
- RC change to Kart ([O.o]Alpha)
- bunch of RC start stacked up in a straight line right into a car change? epix fail (Knuckles)
- We talked about this. This loop is too small for 32 players and too many laps. (raz0)
- 4 CPs per lap and there's 34 CPs?! ([O.o]Alpha)
- rain + overstearing cars = fail (Knuckles)
- boring, too many laps, some crappy cars and too long for no respawn (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Cops_and_robbers_at_SF_by_Rao --
- this server serves no CnR (Knuckles)
- CP 3 ([O.o]Alpha)
+ The race is decent.. (raz0)
- .. but Cops 'n Robbers is not allowed. (raz0)
- Repairers.. plx? ([O.o]Alpha)
- At least give people a choice whether they want to be cops! Not everyone finds it any fun. (raz0)
- try to catch sultans with a freaking enforcer (Knuckles)
- Tiny last CP, road to last CP boring ([O.o]Alpha)
- CnR just doesn't work here ([O.o]Alpha)
- TIP: if youre gonna turn it into a normal race, remove the bottleneck at airport (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- QuAdEsCaPe --
- 1 cp map, fail (Knuckles)
- .. fences ([O.o]Alpha)
- Cops really only have a chance if they block the entrance to the last CP ([O.o]Alpha)
- dont like the idea (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- cityoffroad2 --
- Double CPs (raz0)
- Confusing double CPs ([O.o]Alpha)
- confusing route "find the good one" , double cps (Knuckles)
- overall shit (Knuckles)
- i might be alone, but i find the double cps confusing (Cygnus)
- BORING, NEXT PLZ (Knuckles)
- Through a fence at CP 16-18 (raz0)
- poor vehicle choice (Knuckles)
- Any repairers? Please? ([O.o]Alpha)
- Annoying choice of vehicle ([O.o]Alpha)
- didnt like the idea and the vehicle (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- NoReturn_Deftones --
- is this rly fixed? still small checkpoints and a predator (Cygnus)
- and the bike part is shit (Knuckles)
- Think the first corner over the water will be a problem too. (raz0)
- bike part is just boring and useless (Knuckles)
- Don't really think it was worth fixing. (raz0)
- and it's way too short , makes it boring (Knuckles)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- ZoomBoom --
- Needs more ramps between CP 3 and 4. Can't be any gaps. (raz0)
- CP 16 and 17 suck ([O.o]Alpha)
- the part between cp4 and the BF change is shit (Knuckles)
- You can now run straight into one of those yellow lights at the airport with the Squalo ([O.o]Alpha)
- Indeed. (raz0)
- I don't feel the Hydra is good as the last vehicle, doesn't make sense that you ([O.o]Alpha)
- have to adjust the thrusters for 3 CPs ([O.o]Alpha)
- Agree. Hydra has to go. (raz0)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- MotorStormPS3_By_Rao --
- Unfair vehicles. (raz0)
- Stupid vehicles choices ([O.o]Alpha)
- Road to CP2 WILL cause problems ([O.o]Alpha)
- Less pickups in one spot will do. (raz0)
- way overused route (Knuckles)
- Route between CP 7 and 8 slightly confusing. (raz0)
- cp 11 --> 12 confusing (Knuckles)
- After CP 17 - which CP is next? Can't see the arrow on either. (raz0)
- overused route (Knuckles)
- MTA:Race will never be MotorStorm, it simply doesn't work ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Industrial_Circuit_By_Rao --
- worse kind of start ever (Knuckles)
- Geee, what a great start ([O.o]Alpha)
- CP 7, which one? ([O.o]Alpha)
- Got confused at CP 6 - which CP is next? (raz0)
+ Good corner cutting. (raz0)
- stupid cars again (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Hanzrace2 --
- 1 nitro in middle.. only 1 lucky person will get it (Knuckles)
- small cps (Knuckles)
- tight route ([O.o]Alpha)
- SUdden turns ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- RACE_JUMP_BOOM --
- If you die before the jump but respawn after the Nitro, you can't make it ([O.o]Alpha)
- At what speed do you have to take the jump at CP 6-7 to not hit the wall and NOT drop in the water? (raz0)
- Needs to be a more reliable way of taking the jump down to CP 11. (raz0)
- Likewise the jump CP 17-18. The barrels really ruin it some times. :/ (raz0)
- No need for the close CPs at the end. (raz0)
- Add something to decelerate you at the end of the jump over the river, isntead of a wall ([O.o]Alpha)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- doh_nut --
- too wide (Knuckles)
- Infinitely campable. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- MTA --
- Repairers BEFORE the jump to the golf club, please ([O.o]Alpha)
- CP 10-11 jump is still rather annoying. You can hit a lot of stuff. (raz0)
- Jump at CP23 is annoying, stuff's in the way ([O.o]Alpha)
- cp50-51 confusing (Knuckles)
- make the end better, 1 tiny cp on top, if someone in front gets it, you can't get it (Knuckles)
- End CP sucks ([O.o]Alpha)
- I don't like the "fix" at the stadium. It's ugly and a tad confusing. (raz0)
- It was better before. (raz0)
- The stadium that is. -,- (raz0)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- YourMotherV4 --
- Err. Don't like CP 13 (and what's just before) at all. (raz0)
- Jump out of the field (cp 34-35) is still annoyingly placed, easy to miss ([O.o]Alpha)
- cp41 change unexpected (same color as others while previous change was red) (Knuckles)
- Think there needs to be a CP between CP 26 and 27 - not sure. (raz0)
- part after cp78 is a big pile of junk (Knuckles)
- Unexpected changes at CP 40 and 41 which can royally screw you over if you aren't prepared. (raz0)
- cp14 is awkward with sultan (Cygnus)
- the part until cp40 was much more fun with sandking (Cygnus)
- CP 59 too small. Forces an annoying take on that corner. (raz0)
- The car park at the end is just a huge waste of time since you can't overtake anyway. (raz0)
- some vehicle changing cps are colored and some are not (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- [SAS]BIG_RACERS_2006_(shorter) --
- Fences to not fall down at CP 41 would've been nice ([O.o]Alpha)
- Max size CPs for the jetmax part (CP ~50) would be nice. (raz0)
- didnt rly like the sandking part, nrg was better imo (Cygnus)
- Hackish solution to the backtracking problem at the end. Was a bit annoying for your sight when you are on the bottom. (raz0)
- Still some crossing paths at the end(?) (raz0)
- And the looooong boring high way part is still there. (raz0)
- The highway part is really boring, the race is long enough already ([O.o]Alpha)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- Vertical_DDV2 --
+ fastly done (Knuckles)
Voted yes: 3 / Voted no: 1
* Map approved *

-- Going_Up_Going_Down --
- when you reach the top of the ramp when starting left at the start, you can't be sure of the location of the next road since the cp is too far (Knuckles)
Voted yes: 3 / Voted no: 1
* Map approved *

-- Islev2 --
- Bug in the road between CP 13 and 14. Made me go head-first with my bike. :) (raz0)
- Some of the ramps seem to want to flip my Comet. Quite annoying. :( (raz0)
- Trashdodging at CP 82-83 ([O.o]Alpha)
- CP 89-90 is a bit unclear in which way to go ([O.o]Alpha)
- CPs at ~CP 90 have arrows below the road! (raz0)
+ Much better start ([O.o]Alpha)
- Do you really want to spoil this great race with hunters? (raz0)
- i would like the hunters removed (Cygnus)
- already enough races with hunter (Cygnus)
+ fix the few remaining bugs and its a keeper (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- bottleneck --
- The start IS a bottleneck ([O.o]Alpha)
- A map that is proud of being tight and clustery. That doesn't make it right. (raz0)
- The tight end is annoying and sudden ([O.o]Alpha)
- too tight (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Airport Acrobatics --
- Really easy to miss jumps ([O.o]Alpha)
- CP 4 jump = NO (raz0)
- CP 38-39 Which way? ([O.o]Alpha)
- good for 1player, bad for multiplayer (Knuckles)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Flint Water Cup --
- CP 6 jump has an annoying landingzone ([O.o]Alpha)
- annoying route (Knuckles)
- There's too many of these ([O.o]Alpha)
- didnt like the jumps (Cygnus)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- Caddy Chaos --
- End is a bit stupid. (raz0)
- DIE (Knuckles)
- Nein ([O.o]Alpha)
- Fail start. (raz0)
- Fail race. (Knuckles)
- Fail end. (Knuckles)
- Get pushed down at CP 20 and you can't get backup until your NOS recharges ([O.o]Alpha)
- Nothing much good to say about this race. (raz0)
- Fail map. ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Complete Drag --
- The only good thing about this is that it can be completed in under a minute ([O.o]Alpha)
- bad idea (Cygnus)
- Backtracking. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- suberberection --
- end up upsidedown at the dinghy place is inevitable (Knuckles)
- The jump over the track in the jetmax seems problematic. Could cause clusters (raz0)
- Tight start ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Funnel --
- Barrels on the right side cause anyone spawning there to swerve left ([O.o]Alpha)
- tight (Cygnus)
- What's the point of this race being so tight and short? ([O.o]Alpha)
- short, boring, nothing special (Knuckles)
- Cars will pile up at the end and make it impossible to complete the race. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

Monday, July 21, 2008

Map Testing - July 20, 2008

19 new maps and 3 collected maps were tested in the latest map testing session. 1 map has been found good enough to stay on the server.

-- Track_Mania --
- Abstain (raz0)
Voted yes: 3 / Voted no: 1
* Map approved *

-- Cannon_Cross_DD --
- too many places to get stuck (Cygnus)
- Needs a vehicle change, right now the Dune can get stuck too easily ([O.o]Alpha)
- Abstain (raz0)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- Irak3 --
- race with barrels are the lowest form of entertainement (Knuckles)
- Very poor attempt at following in the footsteps of the only 2 maps to get the balance of racing and barrels just right ([O.o]Alpha)
- lame rc tiger pickups (Cygnus)
- I never liked the Irak maps. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Isle --
- Very poor start. ([O.o]Alpha)
+ Very nice and speedy race! Well done! (raz0)
- really bad start (Knuckles)
- half loop really badly done (Knuckles)
- confusing start if you dont know the map (Cygnus)
- It has two problems though. 1) Extremely confusing start. You face the opposite way of where you're going. 2) Some crossing paths, which does mean you'll be bumping into people going the other way. (raz0)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- vulture --
- Too big and confusing ([O.o]Alpha)
- river of pickups (Knuckles)
- easy to camp on roofs when spawning (Knuckles)
- Escapeable ([O.o]Alpha)
- can't find a good point about this yet.. (Knuckles)
- i can escape simply by jumping over the fence in the water (Cygnus)
- Too big. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- SpeedRacerCity_by_Rao --
- Another cluster start. (raz0)
- Obstacle in the middle too sudden ([O.o]Alpha)
- can get stuck easy in turns (Knuckles)
- Getting stuck at cp 3 ([O.o]Alpha)
- badly built (Knuckles)
- fog (Cygnus)
+ fog (Knuckles)
- More sudden obstacles at cp 8 ([O.o]Alpha)
- unaligned roads, roads you can't see before you actually jump into the void after missing (Knuckles)
- Non-solid surprise *car park* at CP 16-17 (raz0)
- No idea where to go, CP 11-13 ([O.o]Alpha)
- cp 12 leading into a pillar.. (Knuckles)
- "Oh, a wal...O SHI" @ cp 16 ([O.o]Alpha)
- Invisible road, cp 20 ([O.o]Alpha)
- wall will stop me at cp 16!.. oh wait no (Knuckles)
- Too many and too sloppy placed pickups. (raz0)
- raz0 so confused he's driving in circles ([O.o]Alpha)
- too many items loaded, roads not loading (Knuckles)
- random pickups hanging on walls... heavy on the item limits (Knuckles)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- RcChampionship1 --
- stupid RC cars (Knuckles)
- CP 21 easy to miss ([O.o]Alpha)
- As exciting as watching paint dry ([O.o]Alpha)
- RC Championships belong on tracks and controlled REMOTELY ([O.o]Alpha)
- CP 2 and 3 too close together (raz0)
- cp 1 to 26 are shit (Knuckles)
- CP 11 easy to overlook (raz0)
+ Has potential. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- LiAr_QuAdBiKe1 --
- Trash dodging right away ([O.o]Alpha)
- Confusing cp 12 ([O.o]Alpha)
- cp11 almost not visible (Knuckles)
- tight + quad = no no (Knuckles)
- Finish almost invisible (raz0)
- bad and confusing start, tight route (Cygnus)
- Quadbike is not good for tight races (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Going_To_The_Beach --
- tight start ([O.o]Alpha)
- failure start (Knuckles)
- people will fall down on start (Knuckles)
- stupid items blocking the way already (Knuckles)
- Decoy route at CP 7! (raz0)
- Jumps are aligned so nonawesomelypsychic people like raz0 drown ([O.o]Alpha)
- incredibly painful start, rest isnt much better either (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Turismo_careful_driving --
- Tight and sudden start ([O.o]Alpha)
- Annoying time of day ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Windowlicker --
- Trashdodging cp 28 ([O.o]Alpha)
- stupid bikes start with a bunch of trees.. (Knuckles)
- Confusing cp 41 ([O.o]Alpha)
- Confusing cp 13 ([O.o]Alpha)
- CPs at bike start don't even cover half of the track ([O.o]Alpha)
+ start of the race was promising (Cygnus)
- but after the infernus part the fun was mostly over (Cygnus)
+ I thought the race was awesome! :) (raz0)
- Made raz0 sick! ([O.o]Alpha)
Voted yes: 1 / Voted no: 3
* Map deleted *

-- antinoob-1 --
- Can get stuck easily at CP 4 (raz0)
- Fighting noobs with crap maps? That's just going to draw them in ([O.o]Alpha)
- not even worth pointing out points about this map, general failure. (Knuckles)
- confusing CP 16 ([O.o]Alpha)
- Complete silliness at CP 4-8 (raz0)
- flood of pickups (Knuckles)
- Can't see CP 17 at CP 16. (raz0)
- Being rammed with a sparrow is a rare, ugly sight ([O.o]Alpha)
- Yikes @ CP 26 (raz0)
- Chill off with the nitro at CP 28 (raz0)
- Surprise change to plane at CP 30 (raz0)
- hopeless crap (Cygnus)
- Give up mapmaking, just some friendly advice ([O.o]Alpha)
- "[16:31] Wall of Pickups hits you for 999999 Damage." (Knuckles)
- "[16:31] You die." (Knuckles)
- Seemed fun for the first few CPs, but then it quickly went wrong. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Hanz_race1_beta --
- neat CP 12 ([O.o]Alpha)
- raz0 almost successfully kamikaze'd me, but I evaded, barely ([O.o]Alpha)
- We are four people and the RC start didn't seperate us enough... think 32 -,- (raz0)
- the "3" didn't even have time to show that I already did a !delete (Knuckles)
- I hate you... (Knuckles)
- plain rubbish, the only thing you did right is the cp coloring (Cygnus)
- even there, some cps are of the color of players on the map, confusing as hell (Knuckles)
- Hint to aspiring map makers: Do not have RC starts unless they're really well made ([O.o]Alpha)
- Should you decide to do this anyway, please include your address in the author details ([O.o]Alpha)
- As a lot of people will want to rip your spine out, and atleast let them have that joy ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Hanzeasyfly --
- plane change wayyy too early (Knuckles)
- See previous comments ([O.o]Alpha)
- Poor CP placement ([O.o]Alpha)
- Since you seem german, I'll make it simple ([O.o]Alpha)
- NEIN ([O.o]Alpha)
- terrible start (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Hard_Driving_V2 --
- cp 13 and onwards, annoying tightness ([O.o]Alpha)
- CP 22 death ([O.o]Alpha)
- CP 25 - jump into sign ([O.o]Alpha)
- CP 47 = flying into death ([O.o]Alpha)
- FAILURE END! (Knuckles)
- After CP 44 - confusion - which CP to go to? (raz0)
- CP 51 .. .. wtf? ([O.o]Alpha)
- too much crap on the roads (Cygnus)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- stuntzone --
- It's boring ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- DrA_Attack_the_Ship --
- Requires nearfull server to work properly ([O.o]Alpha)
- You can't know who will want to race and who will want to defend ([O.o]Alpha)
- Great idea, poor execution ([O.o]Alpha)
- Could use arrows to tell me where to go. (raz0)
Voted yes: 0 / Voted no: 3
* Map deleted *

-- fuckingham-palace2 --
- Be more original with the name. (raz0)
- Confusing CP 9 ([O.o]Alpha)
- Hit the arrow at CP 19-20 (raz0)
- CP 24 jump into obstacle ([O.o]Alpha)
+ needs some fixes, but good overall (Cygnus)
- The first, although it has it's bugs, is much better than this ([O.o]Alpha)
Voted yes: 0 / Voted no: 3
* Map deleted *

-- THE-jumper-in-the-desert --
- Would be good to colour CPs that change vehicle, like CP 3. (raz0)
- Confusing CP 14 as you can see the CP left around the road you need to take ([O.o]Alpha)
- Arrow in the ground at CP 9. (raz0)
- Would be nice if you moved the arrow up on CP 10 so you can see it before you jump down. (raz0)
- Do something so you can't see CP 15 before CP 14 and so CP 14 doesn't point into the wall. (raz0)
- Gap between ground and wall right before CP 16. (raz0)
- Confusion at CP 23 (raz0)
- Maybe make the finish a regular CP so you don't get surprised when you suddenly finish. (raz0)
- CP 6 (and 22 likewise) is placed a bit annoying. (raz0)
- Either place it father up, or place it right on the road. (raz0)
- if you start with a bugged bike, might take forever to do the start (Knuckles)
- after cp23, not too sure of the road to use (Knuckles)
- same for cp 27 -> 28 (and the lap before also) (Knuckles)
+ route is nice but.. (Knuckles)
- .. route should have been longer instead of 2 laps (Knuckles)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- Thunder Valley 3 --
- too many laps for how short is the map , makes it complete chaos over late people (Knuckles)
- Far too repetitous ([O.o]Alpha)
- tight start (Cygnus)
- It needs to be longer. (raz0)
- And by longer I don't mean more laps!!! (raz0)
- One of the turns is pretty much impossible to judge how sharp it is ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- patriot games --
- CP 7 - jump into trees ([O.o]Alpha)
- patriot sucks (Knuckles)
- Starts really wide then tightens right around CP2, this is way too fast and people fall off ([O.o]Alpha)
+ I love the Patriot ([O.o]Alpha)
- CP 11 to 12 is ugly. (raz0)
Voted yes: 0 / Voted no: 4
* Map deleted *

-- aFamilyRally --
- shit start, car always falls on the side (Knuckles)
- tight start with an immediat turn on a bridge with another turn after (Knuckles)
- overused route (Knuckles)
- bad start, oldschoolrally clone (Cygnus)
- Bad start ([O.o]Alpha)
+ Decent fun, good choice of car ([O.o]Alpha)
Voted yes: 0 / Voted no: 4
* Map deleted *

Monday, July 7, 2008

Map Testing - July 6, 2008

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 *