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[PS3] Approved Custom Deathmatches


stronktank
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mechluvin89psn

ok stronk, ill get some plays on it, i was just thoroughly impressed with how well it ran in test mode (im new to dm making) but playing zorvaines and handcuff charlies and a few suggestions from both of them, i think i made a good one, i will repost when its up to 50 plays

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ArcadeWilliamz

I really need to get the Xbox version of Approved Custom Deathmatches back up and running because it fell a part when the member running the thread disappeared.

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mechluvin89psn

really struggling to get lobbies going with my DM, 2 lobbys and both voted to replay lol, took me up to 20 some odd plays lol.. getting there

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I've been crazy busy, I'll get all the job on here reviewed for Wednesday hopefully.

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mechluvin89psn

up to 50 plays, after playing it ive decided i need to back in and change the settings to deathmatch instead of TDM and lower the kill requirements with the sht lobby sizes ive had today 20 kills was never reached

 

tomorrow i will update and put it as DM and 20 kill limit other than that its complete and has been well tested

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/BuTRMPgP0EuiWls7dGexcw?platformId=2

deathmatch

forced+ pickups

10min

20kills

 

set in the lumberyard in paleto bay near chiliad state wilderness, there are enemies above and below, inside and out. Watch your back

 

i tried to keep it simple with weapon choice, there are a few combat MGs scattered about, a few snipers on the roof, 1 rpg on the very top of the chimney (very risky as the climb is long and very open. in the 4 lobbies i ran today only 2 people ever even tried) but the majority of weapons are special carbines and pump shotguns with AP pistol as the forced weapon. very fun in a large lobby, smaller lobbies are still hectic, but slower as it is a somewhat large map. over all im very happy with how it turned out. im sure the area has been used before, but i havent seen it done yet.

Edited by mechluvin89psn
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handcuff_charlie

 

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

 

 

 

Up to you. Interior will probably lead most people to believe it is close-quarters type gameplay like those TDM's that are inside the bank, and it definitely is nothing like that.

I don't really see much use in making the distinction between interior and exterior to be honest.

 

To keep you busy:

 

Bloody Sea of Galilee

http://socialclub.rockstargames.com/games/gtav/jobs/job/2FxKKpt4Rk21xTKBnQuYQA?platformId=2

TEAM Deathmatch

2 teams

Default settings

Edited by handcuff_charlie
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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.rockstargames.com/games/gtav/jobs/job/n7hVDC9o70yna7PZswJguw?platformId=2

 

This was co-judged by myself and King of Curlys. Both reviews will be done independently.

 

Water and Power

 

Basics 1/5

 

I don't feel as though a lot of thought has gone into this map. (I'll explain further in the review).

The location looks good so you get marks for that although I don't think it's been utilized well.

I thought a lot of things were wrong in this death match although it is fixable if you're willing to put the time and effort in.

 

Settings 2/5

 

The name was fine.

The description I feel need some back story as too why the winner of the gang fight will get free power for a month, seemed a bit random.

I felt as though the death match was too long.

I felt as thought the map should have had more players. 6 was not enough, the location you have selected with a better weapon selection could lead to a good battle.

 

Spawn points and team spawn points. 2/5

 

The team spawn points were fine nothing wrong with the nice and simple.

The spawn points for me didn't work. They may work better with more player but it just felt like forever before I come across anyone. I'd probably recommend more sawn points nearer the action zone.(around the rooftop area).

 

Pick-up placement. 1/5

 

Auto-shotgun only for this map just never worked for me. This map needed snipers and rifles/mgs. I don't know if it will play better with more people but I found most shoot-outs to be pretty long range, so not great for the auto-shotgun. I can't remember finding finding any armour of health after looking back there was three health pack and two were situated beside the general re-spawn areas. The armour also seem to be out the way of the general fighting area.

 

Props and vehicle placements. 1/5

 

I found a few props, a few that looked like they had been place to climb yet you couldn't use them to climb? I found one prop that had access to the roof. You tube stacking.

There was no props placed in the battle area, although the area was pretty well covered, I'd still like to see props in open areas and on the roofs etc. Props are there for a reason, I get upset at the 50 limit so please don't go wasting props.

 

 

7/25

This jobs needs work, don't get disheartened you have found a great location, however you need to go back and put some real effort into this job. There is potential in this location, a job's never perfect, and no creator is ever happy with their jobs so just get back to it, sit down think about the map, play it out in your head, think where it can be improved and then load up the creator. Failing to prepare, is preparing to fail.

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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.rockstargames.com/games/gtav/jobs/job/n7hVDC9o70yna7PZswJguw?platformId=2

 

Water and Power

Basics: 4/5

I’ll give you the 2 points purely because I thought the location was quite an interesting choice for a deathmatch. Other than that, I don’t feel much other thought went into ‘creating a map’ I’ll elaborate on that further in the review.

You have created a very realistic and natural looking map. It was a good location for a shootout.

 

Settings: 1/5

I’ll not mark you down for the title or description, standard names, nothing funny but also, thankfully nothing like ‘1000000000000000000RP Glitch’

The time limit was too long for the 4 of us playing but even if we had 6 players, this would be too long. The time limit would be fine if the DM was for a bigger lobby.

 

6 players MAX. is, for me, a waste of the location’s potential, would work better with more players even if nothing else was changed.

 

I didn’t like the weapon choice but I’ll elaborate on that in the placement section.

 

I’m giving the 1 point purely because, the settings I didn’t like, could be easily sorted.

 

Spawn points and team spawn points: 3.5/5

I can’t really take much away here. The team start points were fine and standard. The spawn points, from what I could see, didn’t have people spawning next to each other or allow for spawn killing, although there were a few gripes.

 

The reasons I took off points is that there were a few spawn points that were not well covered from potential spawn kills (if the other team is already on the roof). Also, there could have been a few better placed spawn points (on the roofs, next to a game changing weapon, in the action zones, sneaky spots, better covered spots). The last reason (which I didn’t really mark you down on, hence the .5) is that when you spawned in, it could take a while to find people (this can be instantly sorted by changing the settings to more players)

 

Pick-up placement: 1.5/5

Unfortunately, along with only 6 players, this was the biggest problem. I love an auto shotty but using this as pretty much the only weapon, did not suit this map at all. The grenades (the only other weapon) seemed to be only on the roofs, whereas if some/more were on the ground, it would be easier for a team to take back the roofs from the other team.

 

The health packs and armour were badly placed, might as well have not included them.

 

The roofs were over powered due to your placements (armour, shotguns and grenades Vrs spawning on the ground with a shotgun)

 

I’m giving my points purely because the grenade is a good choice of weapon for this map and that the shotguns were, generally, placed in decent enough areas

 

Props and vehicle placements: 4/5

I feel harsh giving 0 but I don’t remember seeing any props and if there was, they seemed to serve no purpose. Not every map needs props and as such I’ll give points for a creator’s deliberate choice of not using props, only if the map is better this way. However, I felt your map could do with a few well placed props.

Again, your prop usage was good in creating the map. There are however, a few props that I think could be better utilised to make for a better gunfight.

 

Reviewer’s Score: 14/25

I am aware that my review might seem harsh but honestly mate, I’m just giving you some suggestions on how to improve your job, in my eyes. I have many jobs that I thought would be great only for them to end up needing some heavy tweaking. In no way have I written this as some kind of creating authority. Feel free to give your opinions on any of my jobs.

This job would greatly improve in my eyes if there was at least one choice of mid range weapon and the map was for more potential players.

 

Some quick fixes for you to consider;

· Set it for a potentially bigger lobby

· Add some spawn points to the roofs

· Add some rifles of any kind

· Add some props to the roof to coincide with the roof spawns to encourage a good shootout.

Edited by KingOfCurlys
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Here's my nomination:-

 

Lazer Force

 

Team Deathmatch

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/TKTLul1yu0CdM7eEo5lkWg?platformId=2

 

DESCRIPTION

A laser tag stlye team deathmatch set on the 3rd floor of the Pillbox Hill multi story car park. Plenty of places to take cover but don't forget to re-energise your gun and health. Teamwork or go it alone, it doesn't matter. 'It's serious fun with a laser gun'. Well its a pistol but same thing really! Head to the TV screens when you finish and I will print out your scores. 2 teams and up to 12 players. Works best in teams, with forced weapons and pick up's, at night....

 

- 10 mins

- Target score off

- Forced and pick up weapons, the 3 pistols

Edited by KMLH666
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Here's my nomination:-

 

Lazer Force

 

Team Deathmatch

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/TKTLul1yu0CdM7eEo5lkWg?platformId=2

 

DESCRIPTION

A laser tag stlye team deathmatch set on the 3rd floor of the Pillbox Hill multi story car park. Plenty of places to take cover but don't forget to re-energise your gun and health. Teamwork or go it alone, it doesn't matter. 'It's serious fun with a laser gun'. Well its a pistol but same thing really! Head to the TV screens when you finish and I will print out your scores. 2 teams and up to 12 players. Works best in teams, with forced weapons and pick up's, at night....

 

- 10 mins

- Target score off

- Forced and pick up weapons, the 3 pistols

 

I've added it to my game mate and I'll play and review it for you within the next week and post it here.

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Added nuhrdal to the judges list! BitPieStudios, let me know if you are in for some judging?


@handcuff_charlie: Well, the more I can 'classify' DM's the better it is imo. And was indeed referring to the close-quarters dm's (noted) so I'll just place it in the TDM category.


And I'm deleting the 'rule' that you have to post settings as all can be found when starting a deathmatch. Adding the forced weapon if it is the only one available on the map.

Was also thinking about adding XS, S, M, L, XL to the deathmatches? Like Elysian subversion is for example large imo as you can't experience the full map even after two plays. And for example skyship galaga is XS. Thoughts? I know the 'approved' list is quite small right now but as soon as this gets lifted to a working topic it would be nice to have some decent categories and differences to choose from?

The whole glitching aspect is also a big thing in creating deathmatches imo as sometimes this can get real ugly. Not sure if R* verified any of them? Even subtle glitches like shutting down a road with two glitched in construction fences? So not sure if this could even be a seperate category. For example the first two nominations: Lockdown is glitched to the bone, but Elysian Subversion isn't and I think there's more points scored for a perfectly working glitchless deathmatch. What do you guys think? Should I mark glitched deathmatches? Or do you consider them all the same? Maybe just mark the obviously glitched?


Water and Power


Basics 3.5/5

+ + Great location!

+ - Love the way this ended up being 'parkour' like, but could be optimised?

- The part with the electric boxes (big ones) gets lost in use imo. Maybe a usefull pickup there?


Settings 3.5/5


+ + Good balance between the amount of players, small location and small amount of pickups. Though agree with the guys it could go up to 8 or maybe even 10?

+ Good title and description

+ - Good weapon choice for the location, though it would indeed come in handy to get some more long distance fire power.

+ Night time adds a little to the scene

+ Ok trigger

+ Works fine without target score, good lenght



Spawn Points & Team Start Points 3/5

- + Not sure if all spawns work perfectly as they are almost all on the street. But assuming I never got spawn-killed they are all behind the cover/climb props. Though when checking sc map some of them are coverless?


Pickup Placement 4/5

+ Subtle weapon placement (good amount)

? Maybe one more in the garage south? As I found it too bad it was empty?

- + Armor/health could indeed be on more suitable locations


Props & Vehicle placement 2/5


+ Consistent propping

+ Smart cover/climb locations



- + Some of the parts on the roof might use extra cover

+ Only afterward noticed the vehicle placement on the street (on sc). As I didn't notice them in the dm, not sure why they are there as they don't seem to give the spawn points cover?


16/25. Needs work imo.


You Can't Fight City Hall



Basics 2/5

- Not very cohesive location?

- A lot of the space seemed unused and could be optimised a lot

+ Has loads of potential though if you made better selection of good spots of the location and sort out a good pickup + forced combo.



Settings 3/5


+ - Ok title and description, not sure what the link is with the hipster weekend though?

+ Ok trigger


+ Lenght and target score are ok

- + Could use more players as the map is quite large imo.



Spawn Points & Team Start Points 2/5

- Spawn points could be placed on better locations imo, some are too far out the map. And none of them in the center or inside the 'red' police building,...? Most of them on the street are uncovered.


Pickup Placement 1/5

- Most pickups felt really random and there were way too many imo. And no specific choices made. Almost could as well play with owned.

- 'locked' ap pistol gets lost with all the other pickups

- pickups seem random (placement and choice), like snipers between the pillars?

- + The armor isn't placed like it would be a location to go for. Needs a little cover around and inside the 'park' imo.


Props & Vehicle placement 1/5




- Propping should make the map more cohesive so it is easier to go from one 'part' to another as it almost feels like there are 4 mini locations: The cops car park, the small red police building with the stairs and the sniper on top (unused alley on it), the open park with the armor in the middle and the garage and hall with pillars.

- Bad advantage spots, needs cover on the roof mostly and come more cover could be placed on suitable locations.

- One hall is without cover (south next to the police station) and there is no other way to get to the 'center' of the map


9/25 Sorry mate, but this needs a lot of work imo.


Ice Cream Man


Basics 3/5

+ - Good match but could definately be optimised

+ -, Like the totality of this, but too bad the whole roof area hasn't been optimised,...



Settings 4/5

+ Funny title+description, got a lot of people in the lobby real fast

+ Awesome trigger location

+ Good amount of players

- + Would higher up standard time/kills as with a full lobby that's way too short imo. Thinking the target score mostly works when the limit is 10 players or something. Or even less

+ Good locked weapon choice



Spawn Points & Team Start Points 3/5

+ Like the team starting positions, funneling you into the gate

- + Not sure why you didn't place more spawn points at some of the entrances to the roof? Checking sc, they could be spread better?

.

Pickup Placement 3/5

- + Could use more weapon placement on the roofs

+ Good spread and ok weapon choices.

+ Armor locations were good.


Props & Vehicle placement 1/5


- Think some of the roof parts could be propped better / covered better. This feels really important as half my team was on the roof at one point but was really hard to find some decent cover there.

- Most of the gas tanks on the roof disturbed me. I've got the idea you want to get the advantages/disadvantages equal but it's a little over the top for the roofs imo. As it's always possible to hit another roof from another roof.

- The cabin on the roof makes it obvious you can reach it but I'm quite sure it's not the best prop to use there.

+ All props in the tunnel were ok.


14/25 Needs work imo.


Sky Ship Galaga



Basics 5/5

+ Great concept and well executed.

+ The effort gone into spacing this is obvious

+ Love how the match grows. The fact it starts unarmed, goes into melee, and afterwards changes into a sniper/pistol/helicopter fight.


+ Lots of laughs on this match, had a different experience every time.

+ Perfect balance between size + amount of players + amount of pickups


Settings 4/5

- + Like the fact that it's a confined map with that small amount of players but can't you turn it up to six by placing for example two spawn points between the choppers and maybe two more on the ship? Or it it truly at its maximum? As I can believe eight spawn points on the ship must have been a hell to place well.

+ Ok trigger (too bad you can't place it on top of the ship, or can you?)

+ Great title and description.



Spawn Points & Team Start Points 4/5

+ All spawn points are placed as well as possible on this small map. And the ones that are without cover are close enough to cover.

- + Not sure if more is possible (see settings)


Pickup Placement 4/5

+ Love the fact you placed grenades and snipers.

- + Not sure about that AP pistoll though, it's quite dominating


Props & Vehicle placement 4/5



+ Love the chopper field

+ Great propping on creating the ship+all cover on it.

- Too bad the ship looks crappy when going from under it with a chopper


21/25 Yes vote!

+ Personal favourite



Harmony


Basics 3/5

+ Works great as a totality

- + Not sure if all parts of the map are used to the fullest, did you think about setting some props up to maybe get on the roof of the hangar or even on the building?



Settings 4/5



+ Good lenght

+ Good weapon choice

- + Not sure if this works with only two players? Or even 16. Played it with 6 players and worked fine, will try to have a rerun with 16 players.



Spawn Points & Team Start Points 3/5


- + Ok spawn points but some of them are pointed outward the center of the map? Like the one next to the traffic sign? Was able to shoot three players on different open spaces when respawning.


Pickup Placement 4/5

+ Good balance in placement

+ Good choice of location for the bazooka. Makes it the center of the map


Props & Vehicle placement 4/5




+ Enough cover but could even use a little more

+ Enough explodable stuff


18/25 Yes vote, but have a look and those notes and I'll try to have a rerun with a full lobby.
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Good reviews mate.

 

I love stacking/switching anything glitchy, however I accept my maps won't get verified for using the technique.

 

It might be an idea to separate glitch jobs and non glitched jobs,

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dodgeservice

 

Added nuhrdal to the judges list! BitPieStudios, let me know if you are in for some judging?
@handcuff_charlie: Well, the more I can 'classify' DM's the better it is imo. And was indeed referring to the close-quarters dm's (noted) so I'll just place it in the TDM category.
And I'm deleting the 'rule' that you have to post settings as all can be found when starting a deathmatch. Adding the forced weapon if it is the only one available on the map.
Was also thinking about adding XS, S, M, L, XL to the deathmatches? Like Elysian subversion is for example large imo as you can't experience the full map even after two plays. And for example skyship galaga is XS. Thoughts? I know the 'approved' list is quite small right now but as soon as this gets lifted to a working topic it would be nice to have some decent categories and differences to choose from?
The whole glitching aspect is also a big thing in creating deathmatches imo as sometimes this can get real ugly. Not sure if R* verified any of them? Even subtle glitches like shutting down a road with two glitched in construction fences? So not sure if this could even be a seperate category. For example the first two nominations: Lockdown is glitched to the bone, but Elysian Subversion isn't and I think there's more points scored for a perfectly working glitchless deathmatch. What do you guys think? Should I mark glitched deathmatches? Or do you consider them all the same? Maybe just mark the obviously glitched?
Harmony
Basics 3/5
+ Works great as a totality
- + Not sure if all parts of the map are used to the fullest, did you think about setting some props up to maybe get on the roof of the hangar or even on the building?
Settings 4/5
+ Good lenght
+ Good weapon choice
- + Not sure if this works with only two players? Or even 16. Played it with 6 players and worked fine, will try to have a rerun with 16 players.
Spawn Points & Team Start Points 3/5
- + Ok spawn points but some of them are pointed outward the center of the map? Like the one next to the traffic sign? Was able to shoot three players on different open spaces when respawning.
Pickup Placement 4/5
+ Good balance in placement
+ Good choice of location for the bazooka. Makes it the center of the map
Props & Vehicle placement 4/5
+ Enough cover but could even use a little more
+ Enough explodable stuff
18/25 Yes vote, but have a look and those notes and I'll try to have a rerun with a full lobby.

 

Thanks for the review. I will look at the spawn points, and possibly add more cover. I like it, the more people you get in it. It gets very hectic, very quickly.

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May I submit another Deathmatch or is it too soon? (I can wait a few days, no problem)

Edited by Zorvaine
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SaveTheZombies

I can see glitched as a classification; as something people might look for or not look for in a DM.

 

Ice Cream Man
Basics 3/5
+ - Good match but could definately be optimised
+ -, Like the totality of this, but too bad the whole roof area hasn't been optimised,...
Settings 4/5
+ Funny title+description, got a lot of people in the lobby real fast
+ Awesome trigger location
+ Good amount of players
- + Would higher up standard time/kills as with a full lobby that's way too short imo. Thinking the target score mostly works when the limit is 10 players or something. Or even less
+ Good locked weapon choice
Spawn Points & Team Start Points 3/5
+ Like the team starting positions, funneling you into the gate
- + Not sure why you didn't place more spawn points at some of the entrances to the roof? Checking sc, they could be spread better?
.
Pickup Placement 3/5
- + Could use more weapon placement on the roofs
+ Good spread and ok weapon choices.
+ Armor locations were good.
Props & Vehicle placement 1/5
- Think some of the roof parts could be propped better / covered better. This feels really important as half my team was on the roof at one point but was really hard to find some decent cover there.
- Most of the gas tanks on the roof disturbed me. I've got the idea you want to get the advantages/disadvantages equal but it's a little over the top for the roofs imo. As it's always possible to hit another roof from another roof.
- The cabin on the roof makes it obvious you can reach it but I'm quite sure it's not the best prop to use there.
+ All props in the tunnel were ok.
14/25 Needs work imo.

 

 

Thank you very much for the feedback. I wish I could take credit for the part you liked but the title and lyrics in the description are a

The trigger location was originally just inside the doorway but then I noticed the snowman easter egg while building in there (never saw that before) and thought it should definitely go right in front of that crack in the door.

I raised the Kill score to 30, but left the time at 10. Should I raise that as well?

 

In my experience with the map, not too many people went up to the rooftops but I was playing with pretty small groups and we mostly pushed back and forth through the corridor. I do like the whole cross dynamic that can take place with it now that you pointed it out. Thanks.

 

I spaced out the spawn points a little more, moving a few closer to ladders and stairs that lead up to the rooftops. I also added a couple of spawn points to some of the lower rooftop areas that are hard to access from the ground but lead to higher areas. I also want to play around with some of the ground cover to make it easier for team 1 to get up on the central building. Working on that.

 

I've placed more props and guns (maxed out the latter) on all the rooftops, mainly the cross section on top of the central building. So now, in those big matches, while players try and keep control of the interior area in the middle, there can be a separate king of the hill type struggle on top of the building.

 

The only guns I got rid of were a couple of the heavys in the middle; the RPG would be better if the corridor was longer and the minigun was superfluous with all the cover. Any others you found out of place?

 

I also got rid of all the rooftop gas tanks except for the one across from the catwalk on team 2's side. I like the added danger to that crossing and thinking you've gotten safely to the other side. Speaking of ostentatious rooftop props, I changed that cabin to the smaller but similarly shaped Electrics Box. I tried to place the new cover in mind for rooftop to rooftop showdowns as well as one's converging on a particular area. Please let me know if I balanced that out allright.

 

Thanks again for the advise. I haven't gotten a chance to try the changes but I should be doing so later tonight.

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May I submit another Deathmatch or is it too soon? (I can wait a few days, no problem)

 

Yes mate, you were approved, once approved you may add a 2nd job.

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I can see glitched as a classification; as something people might look for or not look for in a DM.

 

Ice Cream Man
Basics 3/5
+ - Good match but could definately be optimised
+ -, Like the totality of this, but too bad the whole roof area hasn't been optimised,...
Settings 4/5
+ Funny title+description, got a lot of people in the lobby real fast
+ Awesome trigger location
+ Good amount of players
- + Would higher up standard time/kills as with a full lobby that's way too short imo. Thinking the target score mostly works when the limit is 10 players or something. Or even less
+ Good locked weapon choice
Spawn Points & Team Start Points 3/5
+ Like the team starting positions, funneling you into the gate
- + Not sure why you didn't place more spawn points at some of the entrances to the roof? Checking sc, they could be spread better?
.
Pickup Placement 3/5
- + Could use more weapon placement on the roofs
+ Good spread and ok weapon choices.
+ Armor locations were good.
Props & Vehicle placement 1/5
- Think some of the roof parts could be propped better / covered better. This feels really important as half my team was on the roof at one point but was really hard to find some decent cover there.
- Most of the gas tanks on the roof disturbed me. I've got the idea you want to get the advantages/disadvantages equal but it's a little over the top for the roofs imo. As it's always possible to hit another roof from another roof.
- The cabin on the roof makes it obvious you can reach it but I'm quite sure it's not the best prop to use there.
+ All props in the tunnel were ok.
14/25 Needs work imo.

 

 

Thank you very much for the feedback. I wish I could take credit for the part you liked but the title and lyrics in the description are a

The trigger location was originally just inside the doorway but then I noticed the snowman easter egg while building in there (never saw that before) and thought it should definitely go right in front of that crack in the door.

I raised the Kill score to 30, but left the time at 10. Should I raise that as well?

 

In my experience with the map, not too many people went up to the rooftops but I was playing with pretty small groups and we mostly pushed back and forth through the corridor. I do like the whole cross dynamic that can take place with it now that you pointed it out. Thanks.

 

I spaced out the spawn points a little more, moving a few closer to ladders and stairs that lead up to the rooftops. I also added a couple of spawn points to some of the lower rooftop areas that are hard to access from the ground but lead to higher areas. I also want to play around with some of the ground cover to make it easier for team 1 to get up on the central building. Working on that.

 

I've placed more props and guns (maxed out the latter) on all the rooftops, mainly the cross section on top of the central building. So now, in those big matches, while players try and keep control of the interior area in the middle, there can be a separate king of the hill type struggle on top of the building.

 

The only guns I got rid of were a couple of the heavys in the middle; the RPG would be better if the corridor was longer and the minigun was superfluous with all the cover. Any others you found out of place?

 

I also got rid of all the rooftop gas tanks except for the one across from the catwalk on team 2's side. I like the added danger to that crossing and thinking you've gotten safely to the other side. Speaking of ostentatious rooftop props, I changed that cabin to the smaller but similarly shaped Electrics Box. I tried to place the new cover in mind for rooftop to rooftop showdowns as well as one's converging on a particular area. Please let me know if I balanced that out allright.

 

Thanks again for the advise. I haven't gotten a chance to try the changes but I should be doing so later tonight.

 

I've played this but I'll play the revamped version before I review.

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I'll start of by saying a few things, well, more than a few things because I feel there was a severe loss of objectivity through your review.

 

- I understand that you didn't like the TDM and that's okay, however it really seems like you're looking for more reasons to justify that and deduct points.

- I don't understand why you're placing such a mark for points on a name and description. It's fine for what it is, you don't need a paragraph. This is GTA.

- A 10 minute TDM too long? That's the standard.

- Player count is a fair observation.

- Spawn points is a fair observation, I understood going in it would need work.

- Weapons: Snipers? Really? In a CQC setting? 4 whole points lost there? I understand people don't like the Auto Shotty but this was intended to be well, CQC.

- Few props? I must have done very well to make that map look natural, I suggest visiting the location in FR. It's much more wide open than that. Not all props are intended to get you to higher ground as perhaps there's no reason or perhaps some people are more "traditional". I'm Spartan in my feel of things. I get upset when people attempt to force a creation method on me, just because I can stack doesn't mean I have to. So please remain objective here, not subjective.

- In closing, I understood it needed work going in. I feel your review is not impartial at all and does not deserve a score that low. You disliked it and that's fine, to each their own in taste but you did not stay on task and critique it for what it was/suggest improvements that way. I would also suggest looking at the maps on RSC as well as visiting the locations yourself prior so you can immediately detect what's different other than the obvious. Failing to research is failing to critique fairly.

 

 

 

 

- Again, same point as above. I get that you didn't like it, that's fine. But looking for points to deduct that don't seem relevant doesn't make sense.

- Again, deducting 4 whole points because you weren't partial to the title or description when it serves it's purpose, has a basic introduction, complete sentences and proper grammar? Really? Not all maps are intended to be a kill fest, as I mentioned I wanted this small and I understood it needed work. This is completely subjective and it shouldn't be.

- Player total as a concept for critique needs to be better looked at. A minimum should be bare bones to get it off the ground but you need to remember it's not always easy to get a full lobby yet alone a medium sized one. This should be bearing in mind when playing.

- Spawn points is a fair and constructive observation/point (need more input like this from you and peel).

- Pick-ups I cannot argue too much, it's a mostly fair set of statements even though the points assigned doesn't really reflect that.

- I mentioned this earlier, I'll mention it again. You ought to really look at the RSC map AND visit the location. Again, I must have done a good job making the transformer location look natural because that was the original intent. The points assigned here are not a fair and impartial reflection of a critique and merely looking for ways to mark it down because it was disliked.

- Could this of been a real turd? Sure, but not like that.

- I'm confused as to why you're critiquing other people's work if you're not confident in your own, you're a judge.

- Quick fixes are fair and work as suggestions (need more of this as it's objective, unlike a lot of the review).

 

 

 

 

- This is exactly what I'm looking for in a critique. Points given match up with what is said and it's less about "I don't like this" and more about "I feel this would work better if".

- There's such a contrast between this review and the previous two, this one makes more sense and the score accurately reflects (they match up - what is said to what is awarded) what I expected. While shorter in length it stays on topic, is unbiased and gets to the point.

 

That said I'm submitting a completely rebuilt map for this location. The title remains the same, the description has been re-written, player capacity is now 4-8, weapons are toned down but have a bit more range, spawn locations are for the most part centralized (with roof top access), there is some prop stacking, there is a lot of cover (it's Pump Shotguns - cover is necessary) and there's more happenings on the upper levels. I don't mean to be argumentative but this is me taking the time explaining where I'm coming from to help you understand and give a better critique (more so to the previous 2 judges). Might it still need work? Sure and I expect that but I also expect a more on point critique based on the map itself, not simply because you don't like it. I should say it's completely different. And with that:

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/uR_940gfv0q2pAwWHqw-bQ?platformId=2

Edited by G37
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BitPieStudios

 

Added nuhrdal to the judges list! BitPieStudios, let me know if you are in for some judging?
@handcuff_charlie: Well, the more I can 'classify' DM's the better it is imo. And was indeed referring to the close-quarters dm's (noted) so I'll just place it in the TDM category.
And I'm deleting the 'rule' that you have to post settings as all can be found when starting a deathmatch. Adding the forced weapon if it is the only one available on the map.
Was also thinking about adding XS, S, M, L, XL to the deathmatches? Like Elysian subversion is for example large imo as you can't experience the full map even after two plays. And for example skyship galaga is XS. Thoughts? I know the 'approved' list is quite small right now but as soon as this gets lifted to a working topic it would be nice to have some decent categories and differences to choose from?
The whole glitching aspect is also a big thing in creating deathmatches imo as sometimes this can get real ugly. Not sure if R* verified any of them? Even subtle glitches like shutting down a road with two glitched in construction fences? So not sure if this could even be a seperate category. For example the first two nominations: Lockdown is glitched to the bone, but Elysian Subversion isn't and I think there's more points scored for a perfectly working glitchless deathmatch. What do you guys think? Should I mark glitched deathmatches? Or do you consider them all the same? Maybe just mark the obviously glitched?
Sky Ship Galaga
Basics 5/5
+ Great concept and well executed.
+ The effort gone into spacing this is obvious
+ Love how the match grows. The fact it starts unarmed, goes into melee, and afterwards changes into a sniper/pistol/helicopter fight.
+ Lots of laughs on this match, had a different experience every time.
+ Perfect balance between size + amount of players + amount of pickups
Settings 4/5
- + Like the fact that it's a confined map with that small amount of players but can't you turn it up to six by placing for example two spawn points between the choppers and maybe two more on the ship? Or it it truly at its maximum? As I can believe eight spawn points on the ship must have been a hell to place well.
+ Ok trigger (too bad you can't place it on top of the ship, or can you?)
+ Great title and description.
Spawn Points & Team Start Points 4/5
+ All spawn points are placed as well as possible on this small map. And the ones that are without cover are close enough to cover.
- + Not sure if more is possible (see settings)
Pickup Placement 4/5
+ Love the fact you placed grenades and snipers.
- + Not sure about that AP pistoll though, it's quite dominating
Props & Vehicle placement 4/5
+ Love the chopper field
+ Great propping on creating the ship+all cover on it.
- Too bad the ship looks crappy when going from under it with a chopper
21/25 Yes vote!
+ Personal favourite

 

Well first of all, I'd like to say thank you for your review! If I could, I would re-make this map using the cabin with windows to make the map look good while using the choppers like you said, and the AP pistol does provide a strong advantage. I wanted a great weapon at the front of the "ship", so I will change that to a pump shotgun.

 

As for the trigger, I placed it there because I don't think you could place it on the ship either, and if you did, I wouldn't want it just floating in space, lol.

I'll be up for judging, but know recently my doctor told me to lay off the technology, so I can plat only for 1-2 hours every day or so (and sometimes I am not available to play every day anywho...)

 

Add me to the list though! Also, can judges post their own maps? I know if so, they couldn't judge them, haha.

 

 

The size rating is a great idea; use it!

Edited by BitPieStudios
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- Again, same point as above. I get that you didn't like it, that's fine. But looking for points to deduct that don't seem relevant doesn't make sense.

 

I'm not looking for points to deduct at all. I was very actually very wrong and that you have created such a natural looking setting that I wrongly marked you down for not 'creating a map' When I scored you what I did, I was under the impression that the location was basically as found. you can add a ouple points to your score.

- Again, deducting 4 whole points because you weren't partial to the title or description when it serves it's purpose, has a basic introduction, complete sentences and proper grammar? Really? Not all maps are intended to be a kill fest, as I mentioned I wanted this small and I understood it needed work. This is completely subjective and it shouldn't be.

 

No points came off at all for your title and description. I actually said, I can't score you down for it, nothing about it. If it was a stupid name like 1000000000rp or whatever, then I would have. I felt the weapon choice wasn't great and that the low amount of players was a waste of the map's potential, that's why I gave the score I did.

 

- Player total as a concept for critique needs to be better looked at. A minimum should be bare bones to get it off the ground but you need to remember it's not always easy to get a full lobby yet alone a medium sized one. This should be bearing in mind when playing.

 

No it's not but that doesn't mean jobs can't still potentially hold more if other people can fill them.

 

- Spawn points is a fair and constructive observation/point (need more input like this from you and peel).

 

I shall try to give more criticism like this. I'm new at this.

 

- Pick-ups I cannot argue too much, it's a mostly fair set of statements even though the points assigned doesn't really reflect that.

 

The auto-shotty was not a good choice, in my opinion, as the only gun to use.

 

- I mentioned this earlier, I'll mention it again. You ought to really look at the RSC map AND visit the location. Again, I must have done a good job making the transformer location look natural because that was the original intent. The points assigned here are not a fair and impartial reflection of a critique and merely looking for ways to mark it down because it was disliked.

 

Like I said, I have been completely unfair and harsh in this. I have totally underestimated the use of props and how well you have done to create the location. You could add another 4 points for that.

 

- Could this of been a real turd? Sure, but not like that.

 

I didn't think it was bad at all, I actually think it's got a lot of potential and would quickly discover a lot of it if some/all of the quick fixes I suggested were implemented.

 

- I'm confused as to why you're critiquing other people's work if you're not confident in your own, you're a judge.

 

I am confident in my own work. Some jobs started off much worse than they finally became though and it was taking on board other comments that helped. Some of my jobs still need tweaking and improved but I'm still very happy with how mine are compared to many others I have played.

 

- Quick fixes are fair and work as suggestions (need more of this as it's objective, unlike a lot of the review).

 

My review is always gonna be subjective, I said the things I liked and didn't like about it and why I scored the way I did. My quick fixes and final comments were the objective statements. This was my first review as well and perhaps I have been too harsh. I feel like I should be harsh though, if I wasn't then there wouldn't be enough between scores to properly distinguish between jobs (everyone's job would have a score between 15-25). I try to judge it with this thinking, the best created job I could imagine or play is a 25, that should be very hard to achieve. The jobs that I like and enjoy playing the most are probably only about a 15-23 in my eyes. I have played some jobs that had so little merit and thought that they would be 3 or less. For me, anything between 6-14 are just jobs that have some fun and well thought out elements but they also need that extra tweaking and trial to make them that bit more enjoyable. Your score of 8(plus the 6 points I wrongly never gave you for prop usage) reflects this in my system.

 

Like I said, sorry if you thought I was being harsh or even just trying to be harsh but I was purely giving my opinion about what I didn't like and what I thought could make it better.

 

I'll edit my original to review to take into account the mistake I made about prop usage.

Edited by KingOfCurlys
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1) I had to justify giving points to this DM.

2) The name and description is by far one of the most important elements of any creation. (People only have the name and description when deciding to join a job. I'd never join a job that made no sense. This may be GTA but if you want to be approved you have to at the very least meet the standards set before you.

3) 10 minutes was too long, there is no such thing as a standard time in DM's either. Each job should be set to a time that works, I never felt the time worked here, although I did say with more players that could be changed. (Critiqued and an improvement suggested)

4) I'm disappointed that you would even waste our time submitting a job that you felt "would need work", we want your best jobs.

5)This DM did not play as CQC, so all points are invalid.

6) If I'm playing a random map, shall I go check the location first? No. We are playing and reviewing the jobs that's put in front of us, all jobs should be well thought out and water tight before submitting here, this is an approved job thread. You need to impress people first time around, I've never played a DM that was poor twice. If this was intended for CQC your spawn points need changed.

7) The weapon choice was poor, I never said litter the place with snipers, I gave a few suggestion. (By the way I like the auto-shotty no reason to remove it from the DM however it should never have been the only weapon selected, I stand by my original critique this was lazy weapon placement)

8) Filling a map with generators may add to the look of your death match but it certainly never added to the playing experience. the prop usage in this DM was poor. I stand by my review, they never acted as good cover and you couldn't climb them, leaving me with the impression that they were poorly placed. Using props to set the ambient is fine, that wasn't what your were marked down for it was the fact that most props were a waste of time.

9) My review was subjective, I'm not going to beat about the bush, I'll be straight to the point in my reviews. You should never have entered a job that needed so much work if you weren't up for criticism. This is an approved custom thread, I've made 50+ DM's and played 500+, your job was ok in a normal reviews thread you might have had a better review but here we are looking for the best jobs, you are also being marked against previous approved jobs, and it would disrespectful to them to give you a good review.

 

 

With no disrespect If I had just gave you a generic review, this would have not only soiled my reputation for reviewing jobs it would have added further doubt to players about jobs I have approved.

 

I will review jobs to my own standard as will the rest of the judges, that why we have more than one or two, this way you will get an "objective" review. It's impossible to get a completely objective review from one person.

 

Your original job was poor, it lacked thought and it lacked initiative. You can either heed advice or moan about the criticism either way I will not change my review.

Edited by peeeel
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Here's my nomination:-

 

Lazer Force

 

Team Deathmatch

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/TKTLul1yu0CdM7eEo5lkWg?platformId=2

 

 

Lazer Force

http://socialclub.rockstargames.com/games/gtav/jobs?missionId=TKTLul1yu0CdM7eEo5lkWg&platformId=2

 

Details

  • Team Deathmatch
  • 2 - 12 players
  • 2 teams
  • Forced and Pickup

     

Basics: 3.5/5

I liked what you did with the location. I have played a few deathmatches in a car park but not one using just a small closed off section. I enjoyed it when I played it.

 

Settings: 3.5/5

The time limit was fine. The player settings was fine. You always started with a forced weapon, so that's good. The weapon choice was alright but ultimately a bit pointless apart from serving as ammo. The best deathmatches always utilise the forced weapon. For the theme you are going for, the AP pistol is best suited as the forced weapon especially as it quickly becomes the weapon of choice once everyone has one.

 

Spawn points and team spawn points: 4/5

I can’t really take much away here. The team start points were fine and standard. The spawn points, from what I could see, were mostly fine. There were a couple times people complained about getting shot basically before they have even spawned in. The only way I can think to sort this in such an enclosed area is to try to space out spawns more and/or place every spawn point in/or very near to cover.

 

Pick-up placement: 3.5/5

The weapons were, from what I could see, in sensible areas with sensible space between them. I took away half a point because I think this map would be more fun if you had some shotguns(not assault) and/or grenades placed around the map as well. However, I understand that this deathmatch has a theme behind it so only using pistols makes sense. I think that if this deathmatch is going to be pistol only, then you should make the forced weapon and the pistol pickups all the same kind. The pistol/combat pistol is just no match for the AP pistol so in order for more balance, I really think you should make this adjustment. I don't think it matters which pistol you make the only one to use but for your theme, I would go for the AP pistol.

 

Props and vehicle placements: 3.5/5

I thought that you made good use of prop placement. They all seemed to be in sensible areas and made for some good shootouts. I only took off points because I have played some jobs in the past, that are also in small locations, that I felt used the props superbly and were a 5/5 and that yours wasn't quite at that level yet. I thought yours was good though so don't be disheartened.

 

WeeChips' Total Score: 18/25

I enjoyed this when I played it and generally speaking, so did the people I played it with. We got 12 players for it and it was a good laugh. My biggest gripe really was the 3 different pistols. Use one type pistol and this would play so much better. If you were looking to go off-theme a bit then I would consider adding shotguns and/or grenades. I think if you could try and make your prop usage even better and really think about how you could lay them out for a more intense shootout then your job will realise it's full potential. If you change a few of these things then I could see me playing this regularly.

 

Things to consider;

 

• Use one kind of pistol (not much point having the 3 and it's frustrating changing guns every respawn)

• Go off-theme and add shotguns(not assault) and/or grenades

• Make even better use of the prop layout

 

 

I have been taking requests for jobs to play and review here

http://kape.boards.net/thread/78/weechips-jobs-play-review

 

I have been reviewing jobs here

http://kape.boards.net/thread/79/weechips-ps3-job-reviews

Edited by KingOfCurlys
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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.rockstargames.com/games/gtav/jobs/job/mXLZYWe1QEq7KPcWAoIHBQ?platformId=2

Type: Team Deathmatch

Teams: 2

Players: 4-8

Time: 10m

Target Score: 25

Lock Weapons: Forced + Pickups

Forced Weapon: AP Pistol

 

 

You can't fight city hall.

 

Basics. 2/5

 

The map was too big imo.

I found myself looking for players for too long.

However both are easily fixed by adding more players, this is at least a 16 player map, to put it into prospective, I've three 16 player maps this DM's location.

 

Settings. 4/5

 

The picture, name and description was fine, I'd suggest maybe explaining the death match if possible, it's a really big map, knowing that from the description would help players start better.

Good kill limit although it may need adjusted with more players

Good starting weapon.

 

Spawn points and team spawn points. 2/5

 

Team spawn points were fine.

However for such a big map I found the spawn points miles away from the action, I'd look to get more central spawn points they all seem to be on the outskirts of this huge map.

 

Pick-up placement. 3.5/5

 

I can say from what I found it seemed to be a well balanced weapon selection, however weapons did seem to be few and far between although that was mainly due to the size of the map.

 

Props and vehicle placement. 3.5/5

 

You clearly put a lot of work into the placement of the vehicles to match your description fair play. Although there did seem to be a fair few random things lying about made the map look messy, buses and fences for example.

Your prop placement seemed fine in the area I tended to spawn in so top marks for that.

 

15/25

 

I'm not sure what I'd suggest for this job, it needs more players for sure, but it might even need reduced. I'd say play about with the player setting before changing anything fundamental abut this DM. If you change this DM I'd be happy to stick it back on my list.

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mechluvin89psn

i just did some re propping so it looks better and a bit less hidden weapon placement on lumberyard battle field finally had a full lobby the other day and ppl ran out of weapons, should run better now (ik it hasnt been reviewed yet just updating)

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- Had to justify? That's cute.

- Some of the best things I've played have had the simplest of titles with a short sentence that is anything but a narrative or backdrop. How would you judge these? Do they not fit into your "standard"? Or perhaps the models you're basing your critique on, how does that apply to things like I just mentioned? Ignored? Deducted? What?

- What would you have preferred? 5 minutes? 5 kills? This makes no sense. You're REALLY looking for points to deduct here and doing so unfairly (your other judges seem to agree with me).

- Look at the jobs this panel has reviewed. How many of them are in the mid teens? A lot of them, they probably felt pretty confident in them too. The difference here is I'm aware there will be things wrong with it, why do you think I submitted it in the first place? You don't have to judge if you don't want to. What matters is whether or not someone takes the time to try to improve something or not. How many of them have been approved first go around? Not many.

- Your job is to review. Your job is also to know to review. You're selling yourself short if you don't fully know an area before you give a review for it.

- You still suggested snipers and for that area it makes no sense. It's small in size and naturally littered by various obstacles. What good would this do? And what's wrong with a singular weapon in a DM? You didn't explain why this would be a problem in general.

- Again, why do all props have to have you climb to get to somewhere? Answer: they don't. You're really starting to force a means of creation onto someone or you're very stuck in your ways, that's a poor quality to have if you're going to be reviewing multitudes of creations that cover all types.

- You cannot be subjective when giving a critique on something, that's the whole point. Your two other judges seem to understand this fact very well. Why don't you? If i'm reviewing a car and I give it a sh*tty review because it's ugly, what's that say about my being qualified to well, review it? You're supposed to grade jobs in an impartial and unbiased way. People lose points or you're not interested and put it against them because they don't prop stack? Are you joking?

 

Each job is going to be different, you need to re-analyze this "going against other approved jobs". You need to stop being so narrow in your focus. How does one build a reputation being so subjective? It's not on point and it has no good use in this application here. Surely it is impossible, but you make it stink of personal bias. And you cannot get an "objective" review on the whole when you have 1 of 3 who stands out like a sore thumb, there's no consistency. This isn't moaning by any means. This is calling attention to the fact being "subjective" has no place in a review process. It does no one any good whatsoever. Deleting block quotes also helps.

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To be honest I don't see this going in the right direction. For some reason themckeever, peeeel and king of curlys have started their own reviews in different topics/websites, which is perfectly fine. But how would that work? The whole thing about me starting this topic is so the three of you + possibly more judges could work together on reviewing jobs. And for now all the judging has gone into the separate topics. Now everyone is doing his own thing and getting lost in the whole 'review' thing? Why not just centralize it in one topic and have someone keep up the votes???

 

There is no such thing as an objective review, but all personal experiences should be thrown in as suggestions and not as standards.

G37 I understand those reviews left you with a full stomach, but I'm quite sure the point has been received towards both sides.

Hopefully all judges are up for a rerun on the updated version and have a chance to get back to you with a more suitable review?

Edited by stronktank
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