Quantcast

Jump to content

» «
Photo

[PS3] Approved Custom Deathmatches

163 replies to this topic
stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#1

Posted 27 June 2014 - 06:46 PM Edited by stronktank, 01 August 2014 - 05:12 PM.

APPROVED CUSTOM DEATHMATCHES

[PS3]

 

The Rules

------------------------------------------------------------------------------------------

- Post 1 FINISHED DEATHMATCH with MINIMUM 50 PLAYS.

 

- Post the TITLE of the deathmatch

 

- Post a SEPERATE LINK (share - copy link) from R* Social Club

 

- Post DEATHMATCH TYPE (Normal - Team Deathmatch*) and CATEGORY (Free For All, Team Deathmatch, Vehicle Deathmatch, Melee Only Deathmatch,...)

*if default is TEAM deathmatch, be sure to specify if it is designed for 3 or 4 teams in mind (as it will always be set to a 2 teams standard).

 

- Post the DEFAULT SETTINGS (minimum-maximum amount of players (f.e. 4-8),  time limit, target score, forced weapon and the locked weapons (Owned/forced/pickups))

 

- Please NO VIDEO'S OR IMAGES!

 

Per approved deathmatch you can post a new one, so this doesn't turn into a 'share creations' topic.

------------------------------------------------------------------------------------------

Special thanks to handcuff_charlie, TheMckeever and peeeel for helping me on the guidelines. And again, thanks to LuapYllier for the format.

 

The Judges

Judges will be volunteers who frequent the forum and can be counted on to review the nominations in a timely fashion.

We are still looking for active judges. PM me your social club page and your best deathmatch!

 

Current judge list

stronktank

peeeel

TheMckeever

KingOfCurlys

nruhdal

BitPieStudios

 

Nominations

- All deathmatches should be for the PS3.

Anyone can nominate a deathmatch for review whether it be theirs or someone else's. However, please state in your nomiation if a deathmatch is NOT yours, since you will not be in a position to tidy anything up if necessary for approval.

- Nominations should be for deathmatches that are finished, published, ready for primetime in the nominator's eyes, and already have 50 plays.... To make sure the deathmatch is properly tested. The reviewing judge's job is not to hold your hand and co-create a deathmatch with you.

Do not include any video or images with your nominations. All the information needed can be found on the social club page.

 

The Review

- Any deathmatch nominated will be run by the judges along with anyone else they choose to run it with to get proper feedback.

- Two votes are needed to get approved.

- If nominations have two 'needs work' votes, the nominations will be removed until the proper changes have been made.

- Nominations will NOT be judged based on personal taste, judges ability to do well, or any other subjective criteria.

- Reviews will be matter-of-fact, to-the-point and honest. Feel free to disagree with the judge or help them if they have missed a crucial point of the creation that would affect or even change their critique. The goal is to get your creation approved! If you disagree with a judge, understand that they are looking at it from a an outside perspective as objectively as possible, you are not, so don't take it personal! All discussions will be done in a respectable manner.

- Judges might prefer to use a point system, the one following the guidelines or one of their own. Basics (5 points), Settings (5 points), Spawn Points & Team Start Points (5 points), Pickup Placement (5 points), Props & Vehicle placement (5 points) coming to a total of 25 points. If a nomination has 18 points (70 percent) it is counted as a yes vote. All below need work.

- Nominations will be judged based on the following guidelines

 

The Guidelines

Basics

Effort gets noted easily so randomization will be picked up shortly. Therefore nominations will be judged on the thought and time spent to make the map.

The location choice should be suitable for a deathmatch and it mainly themes the deathmatch.

- The deathmatch will be judged on the originality / uniqueness of the original map. Yes, almost nothing is completely original by now, but there should be some substantial difference between one DM nomination, to the next. By substantial, we mean something that changes gameplay... For example two DM's with no props at Michael's house but one has pistols and the other has combat pistols, that is not a substantial difference. It should have some variation in the propping, weapon pickups, something that will affect strategy and/or tactics during gameplay.

- The deathmatch should work as a totality. Naming it a sniper battle but having only melee pickups doesn’t work. When the deathmatch is themed, it gets reviewed accordingly. If the theme is set in the 50’s advanced rifles souldn’t be on the map.

Balance is the key to all deathmatches. When there is only one tank, make sure there is a way for the other team to take out that tank. If there is a vantage point, make sure it has some vulnerabilities. Good vantage points are fine and legitimate as long as they are balanced spatially on the map and anyone has some chance to get into one, perfect vantage points (leaving the occupant practically invulnerable) are bad and wreck balance. For example, a single tank is a mobile perfect vantage point, even if it had no cannon and only shot a pistol round at enemies.

- The deathmatch should have equal advantages (balance!) for both themes. No one likes a deathmatch that is unfair for a certain team.

- Alll deathmatches have to be playable in both normal (free for all) and team deathmatch varieties.

- The size of the area should be considered fitting for the type of deathmatch and if the map is for example extremely large necessary vehicles should be placed.

Settings

- Time was spent to do a decent title and description. Deathmatches titled "Bazillion $$$!! JOIN NOW!! EAZY RUNK UP!!!!1!11!" will be laughed at and not considered. Don't bother.

- The trigger should be placed on an appropriate location for receiving the intended fighters and it should give a first hint of what the location will look like.

- The amount of players suits the size of the area.

- The time limit is not excessive or too short. Melee deathmatches usually have lesser time limits than gun fights

- It is always better to have a locked weapon + pickups or a locked weapon only. Players can always choose to set it to owned weapons.

Spawn Points & Team Start Points

- Spawn points and team start points are placed on suitable locations. Not on places where instant death is imminent..

- Team Start Points tend to be on opposite ends, but it can work when spread out. Depends on what the deathmatch is about of course.

- Spawn points should be facing in sensible directions.

Pickup Placement

- Weapon pickups are placed on the most suitable locationsBalance is again the key. Excessive placement does not work on small maps.

- Powerful weapons should be placed on locations that are harder to reach. Make the player who tries to reach it very vulnerable (for example a tall, exposed ladder visible and within firing range of a large portion of the map), or is centrally located so all players have more or less equal chance to get it.(Pay attention to lobby maps and mini-maps, kids!)

- It is always better to spread the weaponry as it stimulates the full use of the map.

- Weapons selection and pickups should enhance game-play by steering players to employ tactics that complement the map design, not work against map design.

- Power weapon pickups should not be end-game pickups. A single tank would be an end-game pickup in most circumstances. A centrally located RPG on a pistol map is not.

Props & Vehicle placement

- Props that have an aesthetical touch to them are a big bonus, but not a requirement. The key element is to be consistent and that the functionality of the props makes sense. Even better would be if the props or vehicles fit the theme of course.

- Places that might be too exposed should be provided with props that grant cover.

- If props are used, they should not be placed in a sloppy manner.
- If props are used, care should be taken that "lines of sight" advantages/disadvantages are balanced across the map as well as choke points and escape/flanking routes.

- Be weary of excessive use of the same large props. If they are used properly they are not an issue, but If used poorly they are an eyesore and a problem.

More guidelines from R*

  • peeeel, TheMckeever, BitPieStudios and 3 others like this

stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#2

Posted 27 June 2014 - 07:23 PM Edited by stronktank, 19 August 2014 - 09:29 PM.

APPROVED DEATHMATCHES

 

List Format

(Forced Weapon) - (§ - Glitched) - Map Size - Min/Max Players - Deathmatch Name - Created By - Date added to list - ***** = judges can give one star per DM meaning this is a personal favourite.

 

Free For All Deathmatches

§ - XS - 2-5 -  Sky Ship Galaga - BitPieStudios - 24 07 2014 *

 

Team Deathmatches

L - 6-16 - Elysian Subversion - handcuff_charlie - 13 07 2014

L - 4-16 - Ice Cream Man - SaveTheZombies - 22 07 2014 *

M - 6-16 - Bloody Sea of Galilee - handcuff_charlie -19 08 2014 * *

Interior (close quarters) Team Deathmatches

§ - M - 4-16 - Lockdown - Zorvaine - 08 07 2014 *

Combat Pistol - S - 2-12 - Lazer Force - kmlh666 - 02 08 2014 *

Vehicle Deathmatches

 

Melee Only Deathmatches

  • Zorvaine, peeeel, TheMckeever and 4 others like this

stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#3

Posted 04 July 2014 - 07:13 PM Edited by stronktank, 19 August 2014 - 09:27 PM.

NOMINATIONS

(list for the judges)

YES=Y, W=Needs Work, N=No

--------------------------------------

In Harmony Y

Lumberyard Battlefield Y

High Voltage

Vinewood Blvd Shootout

Bloodthirsty Animals Y

Damnation

Casino Car Carnage

Boxes - Shotguns

Container Yourself

 

Needs Work;

Water and Power N N W

You Can't Fight City Hall W W

Let Me In W

Sky Fortress Nova W

 

Resubmissions

In The Pines W


Zorvaine
  • Zorvaine

    True Vengeance is granted through serrated blades.

  • Members
  • Joined: 22 Nov 2013
  • Slovenia

#4

Posted 04 July 2014 - 08:27 PM

Lockdown

 

Link: http://socialclub.ro...platformId=null

Type: Team Deathmatch

Teams: 2

Players: 4- 16

Time: 15m

Target Score: Off

Lock Weapons: Forced + Pickups

Forced Weapon: Sawed-Off Shotgun

 

Added note for TheMckeever: Explosives have been reduced. 

  • TheMckeever, stronktank and SaveTheZombies like this

stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#5

Posted 05 July 2014 - 05:04 PM Edited by stronktank, 05 July 2014 - 09:25 PM.

So here goes,...

 

Lockdown

 

Basics 3/5

+ Clearly took a lot of effort and time to glitch in all the props
- + It's a great idea but some parts of the map were blocked in a bad way. Especially some of the large gas tanks in the middle of the path can go imo.
- + There also seems to be a way out as at some point the opponents were hitting the roof with bazookas from outside of the motel,...
- + The way out in the place where you placed the knife and grenade isn't clear imo. Maybe place just one arrow or something opposite to where you have to climb on top of the container? This isn't necessary though as I found out second time I was there.
 
Settings 5/5
+ Geat title and description!
+ Great picture and lobby camera
+ Fantastic trigger location
+ Great weapon choice! Love the way that you switch to sawn-off at some point as there are more pickups of those but you do start with the pump shotgun.
- + Not sure if it would be better as a free for all as the space is so confined? 
? Will try a replay with more players
 

Spawn Points & Team Start Points 5/5

+ Never met an opponent too soon or had imminent death
 
Pickup Placement 3.5/5
+ Good spreading
+ Most of them are placed really well but just not sure about the bazookas on the roof,...? As the grenade launcher seems more suitable for the area. Or is it meant to aim between the gap of the roof and the containers?
 

Props & Vehicle placement 2/5

+ Great work on glitching the container walls in, it works well
- + though as said before there seems to be a way out, but not sure where,...
- + The large gas containers block the road too much imo, they are placed well where you can pick up the grenade launcher though.
+ Smart placement of the wood piles as cover
- + The containers flying in a triangle on the roof don't work imo. Misses the aesthetical part. What about construction fences to make as mall cube? Or even the triangle? Or are all the props gone? Or is it ment, as said before, to shoot between the roof and containers?
 
18.5/25, so technically that means this gets my vote, but would definately look into the props on the roof.
  • Flukey, TheMckeever and SaveTheZombies like this

Zorvaine
  • Zorvaine

    True Vengeance is granted through serrated blades.

  • Members
  • Joined: 22 Nov 2013
  • Slovenia

#6

Posted 05 July 2014 - 05:46 PM Edited by Zorvaine, 07 July 2014 - 12:19 AM.

Alright.

 

Overall I was aiming to seal the entire place in while also making it as big as possible, I resorted to blocking off exposed holes with vehicles and gas tanks (dynamic props).

 

Originally, the map was smaller, it didn't contain the courtyard or ground level floor. I struggled to find ways of removing props to make those sections open, I appreciate the fact that you took your time to play and examine my match. 

 

- To be honest, it works as free for all and team. Set it as you may. 

- The RPG locations are suppose to be less common. I placed one atop there since you can't find players there but you do find 2 rockets which makes it worth it in a way. 

 

Ty for the review, I will definitely get back to it and see if I can fix all the negatives!

 

UPDATE:

 

- All leaked areas are now fully sealed. 

- The small secret hole area was removed. 

- The roof has been enlarged into a square and is now fully sealed. 

- The tight corner with the Gas Tank has been enlarged. 

- I had to sacrifice one wood pile (hallway cover) at the ground level.

- There is now 1 Grenade Launcher instead of 2. It's positioned in a hidden container at the center of the map.

 

I have fixed everything you mentioned, stronktank. The map is smoother now, thanks to you. 

  • TheMckeever and stronktank like this

handcuff_charlie
  • handcuff_charlie

    Rockstar Verified Creator

  • Members
  • Joined: 02 Jan 2014
  • None

#7

Posted 05 July 2014 - 06:59 PM

I'll play! Would be a privilege to help get this rolling.

 

Elysian Subversion

http://socialclub.ro...Pw?platformId=2

TEAM Deathmatch

4 teams

Default settings

  • TheMckeever, stronktank and No Pain No Gain lwl like this

G37
  • G37

    G

  • Members
  • Joined: 19 Dec 2013
  • United-States

#8

Posted 06 July 2014 - 09:54 AM Edited by G37, 08 July 2014 - 07:32 PM.

Been hoping to see something like this for a while. I'll play.

 

Water and Power

Game Mode: TDM

Teams: 2

Players: 2-6

Settings: Default (10 minutes/no score/Forced + Pick-ups)

Link: http://socialclub.ro...uw?platformId=2

  • TheMckeever and No Pain No Gain lwl like this

DAMND
  • DAMND

    SPANKED-up madman

  • Members
  • Joined: 20 Jan 2014
  • None

#9

Posted 06 July 2014 - 11:10 PM

Glad to see you starting this, guys! I haven't checked in with the approved races thread because I've been making more DMs and Captures (btw, I'm working on some edits you suggested, Stronk!).  I'll throw in my recent hipster event weekend job.

 

You Can't Fight City Hall
 

 

Link: http://socialclub.ro...BQ?platformId=2

Type: Team Deathmatch

Teams: 2

Players: 4-8

Time: 10m

Target Score: 25

Lock Weapons: Forced + Pickups

Forced Weapon: AP Pistol

  • TheMckeever likes this

nruhdal
  • nruhdal

    a.k.a Relaxi

  • Members
  • Joined: 12 Sep 2013
  • None

#10

Posted 07 July 2014 - 03:35 AM

If you need judges I would like to help out with this once in a while. I've a lot of experience with creating and playing dm's :)

I don't feel like 'nominating' my own maps, but others can of course feel free to do so if they want to.

  • peeeel, TheMckeever and stronktank like this

TheBhoys2011
  • TheBhoys2011

    Deathmatch + Capture Creator AKA UniqueAsh

  • Members
  • Joined: 24 Nov 2013
  • England

#11

Posted 08 July 2014 - 10:31 AM Edited by TheBhoys2011, 11 July 2014 - 05:57 PM.

So a Hipster
 
Type: Team Deathmatch
Teams: 2
Players: 4- 16
Time: 10m
Target Score: Off
Lock Weapons: Forced + Pickups
Forced Weapon: MG
 
Pistol Whipped
 
Type: Team Deathmatch
Teams: 2
Players: 6-14
Time: 10m
Target Score: Off
Lock Weapons: Forced + Pickups
Forced Weapon: AP Pistol 
  • Zorvaine and TheMckeever like this

TheMckeever
  • TheMckeever

    Deathmatch Connoisseur

  • Members
  • Joined: 12 Dec 2013
  • Scotland

#12

Posted 08 July 2014 - 01:27 PM Edited by TheMckeever, 09 July 2014 - 01:13 PM.

Lockdown


 

Basics 4/5

+ Nice props
+ A nice location turned into the ultimate no-escape DM.
 
Settings 5/5
+ All is in order
 

Spawn Points & Team Start Points 5/5

+ No dodgy ones I noticed, never spawned behind or in front of someone which is rare on a small map!
+ Small enough to go it alone but also great when moving as a team
 
Pickup Placement 4/5
+ Good spreading
+ Everytings in the right spot
- A map like this would work a treat without any explosions (my opinion)
 

Props & Vehicle placement 4/5

+ A map like this is never easy on the eye, but it more than makes up for this entertainment-wise
+ The green triangle - I was also baffled by until I figured out it is the gateway from side A to side B(Nice one, keep it in it)
+ Plenty of cover
 
22/25, The thing I liked the most about this map was the confinement of it, it's like a concrete maze. I could hear my enemies on the mic before I had them in site, which led to verbal jaunting which is always a good laugh.
 
* = 1 star, I really liked this DM, defo one of my personal favorites already.
  • Zorvaine, TheBhoys2011 and stronktank like this

stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#13

Posted 09 July 2014 - 08:00 AM Edited by stronktank, 09 July 2014 - 08:04 AM.

@TheBhoys2011: OP states clearly, please nominate only one deathmatch.

 

Revisited: Lockdown

+ It's better but still ugly on the roofs. Can't you glitch in three construction fences instead of three containers? As the flying containers really ruin the rest of the perfectly glitched containers/props. 
- Too much bazooka's imo, never cared to use them either. 
- + Not sure if there were as many molotov's before? They are fun for the location but maybe you placed a tad too many?
+ Love the way you placed the knife and grenade launcher in that container (this should be the only heavy one on the match imo,...)
+ +  Really got a hang of the small places and the map as a totality actually. Really love this.
- + 4 players not enough? Takes really long to find someone if you play it with only four people. Then replayed it with 10 players and then the map truly got to it's maximum, though again lots of dislikes,...? But that's maybe the getting lost thing, which I experienced the first time too. Once you understand where too go this rocks, like in most dm's probably.
+ It still is the first approved DM as TheMckeever gave his vote too but it still needs some minor tweaking imo.
"+ The green triangle - I was also baffled by until I figured out it is the gateway from side A to side B(Nice one, keep it in it)" Not sure what TheMckeever means by this?
 
 
Elysian Subversion
Basics 4.5/5
+ + Big replay value!!! Really wanted to find out the best spots afterward.
+ + The effort gone into this drips from it as all cover locations have their advantages/disadvantages
- +Three dislikes from the dominant players though (second run, 8 ppl),... Disgardable though.
+ Works perfectly as a totality
+ Fantastic use of location
 
Settings 5/5
+ + Fantastic title/description
+ 6 players minimum
+ Great lock + pick-up to the carbine.
+ Funny that you set it to rain while it's in a covered area.
 
Spawn Points & Team Start Points 5/5
+ Fantastic team start points! Love the way you have to wait in front of the gate
+ Good balance between spawn points on higher locations and lower profitable locations
 
Pickup Placement 5/5
+ + Fantastic pick-ups. No more, no less.
+ The good thing is that when you get into 'good cover' you get out of ammo and it ain't the closest to refill.
 
Props & Vehicle placement 4/5
+ + Fanastic cover propping. Love the way you found out some of the best locations + you covered all best locations to attack it in the right angle. Great.
- + Maybe there were a little too much trucks in there? One row should suffice to get the cover for the exposed area? Also if you want to drive one to the 'center' you can hardly pass the other trucks. Gives it a nice 'army' touch though.
 
Great work man, 23.5/25. Definately gets my vote.

TheBhoys2011
  • TheBhoys2011

    Deathmatch + Capture Creator AKA UniqueAsh

  • Members
  • Joined: 24 Nov 2013
  • England

#14

Posted 09 July 2014 - 12:09 PM

Sorry

  • TheMckeever likes this

SaveTheZombies
  • SaveTheZombies

    We Only Want Your Brains

  • Members
  • Joined: 13 Apr 2014
  • United-States

#15

Posted 09 July 2014 - 06:51 PM Edited by SaveTheZombies, 13 July 2014 - 03:33 AM.

I do love custom DMs. If you need an extra body, friend me. I'm savethezombies on psn too. I would love to join these, clouds willing.

 

Flukey really appreciates the advice you've given him on his races (he tells me there's one I should post on that thread when it opens up) but in the meantime there is a TDM I need some advise on.

I already put my best TDM on McKeever's thread and I don't want to be redundant so here's one that I really like and apparently many others do too but it's still a first draft and could probably use some refinements...and maybe exploding gas tanks.

 

EDIT:

Ice Cream Man

http://socialclub.ro...lw?platformId=2

eam Death Match

2 Teams 1-16

It's going to be set to forced+Pickups no matter what I do so I left enough weapons but it's just as good with Owned+Pickups

10 Mins

20Kills

 

If I got this up too late and you already started checking out Underground, I'll switch it back.

Enjoy.

  • Flukey and TheMckeever like this

TheBhoys2011
  • TheBhoys2011

    Deathmatch + Capture Creator AKA UniqueAsh

  • Members
  • Joined: 24 Nov 2013
  • England

#16

Posted 11 July 2014 - 07:14 AM

So is this another die out thread? or is this going to get rolling because not a lot seems to be happening and i have seen plenty of these so i really hope it isn't.


SaveTheZombies
  • SaveTheZombies

    We Only Want Your Brains

  • Members
  • Joined: 13 Apr 2014
  • United-States

#17

Posted 12 July 2014 - 04:09 AM

I think this thread is going to require patience for everyone involved. TDMs require a bit more group coordination to test out than races. There's one TDM someone posted on another thread here that I keep trying to play but every time I host it I can't get enough players (8min) on board. This is going to require a good bit of time and work on their part. We just have to wait and consider/use their advise. I'm pretty sure Stronktank and the other approvers aren't getting paid for this or anything; but that would be a pretty kickass job.

 

That said, if you guys haven't started testing anything yet, I think I'd like to switch my entry. I just made a TDM that is in an interesting (kind of Easter Eggy) yet much less used part of the map. As it's fresh, weird, and much more balanced to begin with, I think I'd have more fun refining that. Let me know if it's cool and I'll edit my earlier post.

  • peeeel, stronktank and bruvs-mcfc like this

peeeel
  • peeeel

    KAPE

  • Members
  • Joined: 27 Nov 2013
  • Scotland

#18

Posted 12 July 2014 - 11:51 AM

Been busy at work I'll be reviewing jobs tonight.

  • stronktank likes this

peeeel
  • peeeel

    KAPE

  • Members
  • Joined: 27 Nov 2013
  • Scotland

#19

Posted 12 July 2014 - 05:03 PM

I think this thread is going to require patience for everyone involved. TDMs require a bit more group coordination to test out than races. There's one TDM someone posted on another thread here that I keep trying to play but every time I host it I can't get enough players (8min) on board. This is going to require a good bit of time and work on their part. We just have to wait and consider/use their advise. I'm pretty sure Stronktank and the other approvers aren't getting paid for this or anything; but that would be a pretty kickass job.

 

That said, if you guys haven't started testing anything yet, I think I'd like to switch my entry. I just made a TDM that is in an interesting (kind of Easter Eggy) yet much less used part of the map. As it's fresh, weird, and much more balanced to begin with, I think I'd have more fun refining that. Let me know if it's cool and I'll edit my earlier post.

 

I'll review the second job if you can edit the first post in the next hour or so mate.


peeeel
  • peeeel

    KAPE

  • Members
  • Joined: 27 Nov 2013
  • Scotland

#20

Posted 12 July 2014 - 06:01 PM Edited by peeeel, 12 July 2014 - 06:04 PM.

Lockdown

 

Link: http://socialclub.ro...platformId=null

Type: Team Deathmatch

Teams: 2

Players: 4- 16

Time: 15m

Target Score: Off

Lock Weapons: Forced + Pickups

Forced Weapon: Sawed-Off Shotgun

 

Added note for TheMckeever: Explosives have been reduced. 

 

Basics 3/5

 

It's clear to me you put a lot of effort into this death match top marks on that part. 

The location was rather confusing and that left me feeling disorientated and I even found myself going around in circles. (However I do feel that this map could work as a normal DM)

I feel some kind of directions could really improve this death match or making it simpler to get about.

 

Settings. 3/5

 

Great name and description top marks, a lot better than I was expecting top marks for that mate.

The picture was appropriate.

I liked the trigger location great work.

I wasn't a fan of the weapon selection, I think you found a good balance of weapons and I haven't scored you down on weapon selection as I understand why you have selected them. Works for the death match, just not for me. Not a criticism I'd say, just not my preference.

I'll echo what's been said before I think this would work better as a single player DM.

I also felt 15 minutes was too long.

 

Spawn points and team spawn points. 5/5

 

Excellent starting points, no buggy spawn points found and no spawn points that irritated me other than the disorientation however that was not the spawn points fault, excellent job here mate.

 

Pick-ups placement. 4/5

 

Plenty pick-ups that you find as you move, I don't like having to find weapons. I didn't like the RPG's on the roof either TBH, I actually think they were very easy to find for my team, I found them straight away and felt they were in a strange location.

 

Props & Vehicle placement. 4/5 

 

I like the way you've used the switching technique, it's my favourite technique in the creator and I like to see people using it intelligently top marks for that.

I do feel you need to make it easier to get about.

A few props seem to block the way I guess that was intentional however there was random caravans in a few rooms and they had been blowing up blocking one of the routes and making it very difficult to find the other team. I feel at least the caravans should be removed.

 

 

16/25 for me, seem disappointing to be marking this job so low, really well put together and I think there is great potential in this map.

  • Zorvaine, stronktank and SaveTheZombies like this

stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#21

Posted 12 July 2014 - 06:24 PM

Hey peeeel, all the nominations are in the second post! Good review man! Looking forward to see this grow smoothly.


peeeel
  • peeeel

    KAPE

  • Members
  • Joined: 27 Nov 2013
  • Scotland

#22

Posted 12 July 2014 - 06:29 PM

Hey peeeel, all the nominations are in the second post! Good review man! Looking forward to see this grow smoothly.

just starting the second job now mate.

  • stronktank likes this

peeeel
  • peeeel

    KAPE

  • Members
  • Joined: 27 Nov 2013
  • Scotland

#23

Posted 12 July 2014 - 07:29 PM

I'll play! Would be a privilege to help get this rolling.

 

Elysian Subversion

http://socialclub.ro...Pw?platformId=2

TEAM Deathmatch

4 teams

Default settings

I've played this will write my review later. I'll probably play all the jobs and write reviews tomorrow. 


mechluvin89psn
  • mechluvin89psn

    The One and Only

  • Members
  • Joined: 08 May 2014
  • United-States

#24

Posted 12 July 2014 - 09:48 PM Edited by mechluvin89psn, 12 July 2014 - 09:48 PM.

Lumberyard Battlefield

http://socialclub.ro...cw?platformId=2

TeamDeathmatch

2-16 players

2 teams

default settings

 

im new to DMs but i think this ran smooth


TheBhoys2011
  • TheBhoys2011

    Deathmatch + Capture Creator AKA UniqueAsh

  • Members
  • Joined: 24 Nov 2013
  • England

#25

Posted 13 July 2014 - 01:21 AM

As far as I'm concerned every job that is posted here should be reviewed out of fairness. Nominating something that hasn't been looked at is a bit odd when it has over 100 plays. Mind you i bet I'm an asshole for saying this as well. If every job cant be looked at which is understandable at least attempt to go through them, why nominate? 


stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#26

Posted 13 July 2014 - 01:38 AM

As far as I'm concerned every job that is posted here should be reviewed out of fairness. Nominating something that hasn't been looked at is a bit odd when it has over 100 plays. Mind you i bet I'm an asshole for saying this as well. If every job cant be looked at which is understandable at least attempt to go through them, why nominate? 

 

I'm not sure what your problem is but why would you want instant review? We WILL be going through all nominations, but I'm not adding yours as you didn't post ONE deathmatch (and after asking you twice you still didn't edit your post). This is something that might take a while, as deathmatches take more time to review than races do. Why would you be hammering on having us giving you instant satisfaction of reviewing your content? Or I have no idea what your saying or you must be the most impatient person I've met. And I don't think you're an asshole as I like the fact you're throwing your opinion in, but if you don't appreciate the time we TRY to invest in this, and try to LAUNCH this, then you should be starting your own reviewing topic and find out how much time it takes.


peeeel
  • peeeel

    KAPE

  • Members
  • Joined: 27 Nov 2013
  • Scotland

#27

Posted 13 July 2014 - 09:30 AM

As far as I'm concerned every job that is posted here should be reviewed out of fairness. Nominating something that hasn't been looked at is a bit odd when it has over 100 plays. Mind you i bet I'm an asshole for saying this as well. If every job cant be looked at which is understandable at least attempt to go through them, why nominate? 

 

Nonsense, 1) we would never have the time and 2)this way people will only nominate their best jobs, furthermore once reviewed, you'll either be approved(Thus able to submit a second job) by us or told how to improve your DM to approved status. Stronktank put a lot of work into the OP and getting this started. We want this to be as successful as the approved race thread.

  

As mentioned before you're yet to edit your post. I'll play your job today after you nominate one and I'll either review it tonight or tomorrow. We are doing this to help DM creators and quality DM's noticed, have a little patience please. 

 

I played 3 nominated DM's last night while there was enough traffic to fill them, unfortunately I struggled to play any more. Filling DM's have been difficult of late and has meant I've played a lot less than usual.

  • stronktank likes this

peeeel
  • peeeel

    KAPE

  • Members
  • Joined: 27 Nov 2013
  • Scotland

#28

Posted 13 July 2014 - 10:07 AM Edited by peeeel, 13 July 2014 - 10:03 AM.

I'll play! Would be a privilege to help get this rolling.

 

Elysian Subversion

http://socialclub.ro...Pw?platformId=2

TEAM Deathmatch

4 teams

Default settings

 

 

Basics 5/5

 

This is a deceptively large map, so top marks for thinking everything through, this match may not have taking as long as a stacking map or switching map but I can tell a lot of thought has gone into this. (I loved the RPG & Army truck combo, a very unique way of using heavy weapons and one that impressed me top marks for that).

The location is great, there are so many tactics you can use for this DM, a lot of replay value.

I couldn't find any faults.

 

Settings 5/5

 

A great name and the description was everything it needed to be.

The picture was appropriate.

The trigger location was fine.

I was a big fan of the weapon selection, as mentioned before I liked the RPG and army truck combo, I never come across any snipers but I was picked off so I imagine they were all up high and that is perfectly fine with me, the machine gun combo was lovely. I even picked up a special carabine(Glad you got my glitch to work before they patched it) top marks for weapon selection.

Time was perfect.  

 

Spawn points and team spawn points 4/5

 

Nothing wrong with the trigger location, however Zorvaine has set a new level of creativity to the trigger point so not full marks but not bad in anyway.

Again no buggy spawn points found, no irritating spawn points and very well balanced spawn points.

Great work here HC although I did not expect any errors here from you.

 

Pick up placement 5/5

 

Without doubt the strong point to this death match is your pick ups. Everything is in a suitable location, everything is balanced and to top it off you used my DLC gun glitch so its top marks from me for weapon selection. This is one of the best balance of weapons I've found in a DM. There was also an adequate amount of weapons

 

Props and vehicle placement. 4/5

 

As mentioned before I loved the placement of the army trucks. I like that there was enough cover to move about the map with out being killed too often, the cover you have used served it's purpose and was not to much or too little, it seems to be a theme to this death match but it just has a great balance between dangerous spots and safe spots. I honestly can't see many issues with this, it's just for full marks I'd be looking for something unique and you got the full marks for your rpg and truck combo in the weapon section, I'm classing your army trucks as weapon. 

 

23/25 for this DM. This should be the standard of death match. Well balanced, well though out, plays well, has replay value. It's little wonder you have been verified twice. I've played a few of your jobs and have liked everyone handcuff keep up the good work mate. 

 

 

PEEEEL APPROVED


I've only to play water and power now, I never managed to get it started last night so I'll not review any jobs out of turn.

  • TheMckeever and stronktank like this

BitPieStudios
  • BitPieStudios

    Doggie Goils. :U

  • Members
  • Joined: 13 Dec 2013
  • United-States

#29

Posted 13 July 2014 - 11:13 AM Edited by BitPieStudios, 13 July 2014 - 11:20 AM.

I posted this in the beginnings of the race approved thread before it was umm...

an approved race thread, lol.

 

Sky Ship Galaga

[link]

free for all sky deathmatch

 2-4 players

20 kills, 10 minutes (can't remember clearly...)

forced + pickups

 

 

also I would love to play and review deathmatches here.

note, however, I won't be able to play often, but i'll do as much as I can. UuU

  • stronktank likes this

stronktank
  • stronktank

    stronkwave

  • Members
  • Joined: 22 Jan 2014
  • Belgium

#30

Posted 13 July 2014 - 12:57 PM Edited by stronktank, 13 July 2014 - 12:59 PM.

Lumberyard Battlefield

http://socialclub.ro...cw?platformId=2

TeamDeathmatch

2-16 players

2 teams

default settings

 

im new to DMs but i think this ran smooth

 

Apologies but you need to test your dm more before posting it here,... Just to make sure the dm is tested properly!! (needs 50 plays)

 

Great review peeeel!! 

 

handcuff_charlie: How would you like me to classify your Elysian Subversion? As it's not entirely 'interior',...

 

@BitPie: Yeah fun Dm, had good time back then!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users