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[PS3] Approved Custom Deathmatches


stronktank
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@kingofcurlys

 

Cheers for the review, it makes a lot of sense! I will lock to 1 weapon, I think I might go with combat. Although ap fits more with the theme, using a weaker weapon will give more chance to move between props and better tactical shootouts. Spawn points were basically fit them in where I can, a lot to fit in a small space! As for props, I think I might make it more tactical with some 'battle area's' where the whole team can assemble for shootouts. I'll let u know when I've updated it. Thanks again for taking time to review

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Yeah it was hard to justify, your job was terrible in truth.

Read the rules in the OP. you have been told what we are looking for, no1 here is interested in what jobs you've played and liked or how lazy the creator had been for them, completely irrelevant we're looking for jobs that meet rules in the OP.

I'd have preferred you played the job and added a Kill limit or time that suits it? It's not rocket science.

I reviewed your job I can't help you're acting like a petulant child because I rated your job bad, grow up, and sorry but you are wrong, this is an approved death match thread, it's up to you to do the extra work on your jobs not me.

Why wouldn't a sniper work in this deathmatch? Why is the auto-shotty a good choice then? Using only one weapon for a deathmatch is fine, IF IT WORKS!!!!

Why the f*ck would you have useless props? Are you for real? Do you expect to be taking serious after a statement like that?

The other judges? King of Curlys changed his review and I now think that leaves him credit-less as a judge.

I never said your job was sh*te because it was ugly, I said it was sh*te, because it has a poor weapon choice, poor spawn location and very poor props. Try to let that sink in this time. No1 loses marks for not stacking, I suggested using stacking to make your props useful.

 

Funnily enough I've giving 4 reviews, 1 was a great job got a great review, two needed work and got decent reviews and one was completely awful and got the best review I could give it. Your job needs a lot of work either accept what your being told or keep it as it is, it's not effecting me in any shape or form.

 

This job is poor, it's not from a personal point of view, its not because it doesn't suit me, because a CGC with an auto shotty suits me fine, the job needs a lot of work and was deservedly reviewed badly. Either fix the job or move on.

 

Don't bother with any further self reviews I'm not interested, tell it to another judge.

Edited by peeeel
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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?

 

McKeever started his thread before this and me and King of Curlys have our own forum and will use our review from here there, if people want us to do there jobs with a less pressure to be perfect they can submit jobs there, this thread is the most improtant to me at the minute, can't talk for the other judges.

 

I won't be reviewing G37 job, that's twice I come on to write a review for a job and had to justify myself, I don't mind talking a review through with players but this guy seems to think he's correct, and he's not really listening to any advice.

Edited by peeeel
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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.rockstargames.com/games/gtav/jobs/job/dGOHqTnoCUC0h58cihdylw?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.

 

Basics 3.5/5

 

I fell like a lot of work went into the revamp of this job top marks for that mate, I enjoyed this DM a lot more the second time round and also felt less disorientated.

I like the location, the tunnel offers for some great shoot-outs.

The only gripe I had balance wise was the tunnel, it has a sticky bomb on one side of the float pile and a grenade launcher on the other, if used wisely could offer one team a huge advantage.

 

Settings. 4/5

 

A good game, and a great description, the only thing I'd echo from previous reviews is the description fails to describe the job. Although your description is good enough to look past that imo, it's not a complex DM.

The trigger was fine.

The amount of players was perfect, I'd imagine the more players the better for this map.

Think all the settings were well balanced.

 

Spawn points & team spawn points. 4/5

 

Team spawn points were fine, although this DM would be good with a McKeever style duel at the beginning, each end of the tunnel perhaps?(Just a suggestion)

Spawn points were mostly fine I did however spawn away from my team a few occasions. Do you know the spawn point glitch? If so I find using it too add more spots to each team normally fixes this, but I know there is sometimes nothing you can do about this so I never marked you down.

 

Pick up placement 4/5

 

A good selection of weapons, well balanced and well played, each weapon seems to have its place. As noted only a slight gripe in the tunnel with the grenade launcher.

I liked the armour placement and feel you get away with having no health pick-ups on this DM.

 

Props and vehicle placement 4/5

 

I liked the prop placement in this, I've used a similar style in a few DM's, almost forces you into the action zone and offers balanced cover for a nice shoot-out.

 

19.5/25 Good work mate, all the correct fundamentals for a well balanced DM, the revamped job plays a lot better imo and has a great balance, this job is at the minor fixes stage and shouldn't be played about with too much more. If this was my job, I'd be tweaking a few things experimentally until I was happy, but as I've said before no1 is every happy with their jobs, good work mate.

 

Peeeel Approved

Edited by peeeel
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SaveTheZombies

Thank you very much for the advise and the approval. I'm glad you enjoyed it. I'm only making very subtle changes now.

I've added another sentence to the description that I think highlights the centerpiece of the DM.

I do like the idea of doing a McKeever style beginning showdown. Those are fun...when my connection isn't acting up but I've noticed that they do sometimes anger people who aren't ready for it. In the meantime I have moved a couple of them closer to center while I toy with the idea, and figure out if I even have enough room in there or if it would put some players at the start too close to the launchers at the center.

 

You're probably right about the imbalance of the launcher/sticky at the center of the hall. At first I was going to switch them both to sticky but that can scare people (and there are already a sticky on each side so I made them both launchers. I was thinking having something with a punch at the center for those who are tenacious/quick enough to push forward but yes they should be balanced.

 

What I would like to know more about is this spawn point glitch, can you give me a link to a thread about this? With this map I've noticed that usually when someone spawns away from their team, it's because the other team has pushed forward into their starting area. Have you notice this happen randomly?

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So, I want to make stuff people like and if getting it posted here gets constructive criticism helps me improve the match, then all the better.

 

So I built this match on Vinewood Boulevard. Don't be misled by the picture, the bank isn't the focus of the Death Match. I tried to make a more fluid match that doesn't feel disjointed from the gameworld (IE Random cargo containers on the road) so I tried to make cover with food trailers and other more believable things. There's snipers nests that can be reached via ladders and clever roof grabbing (So anyone can reach a sniper and catch them unawares.)

 

Anyway, if you feel there's a design flaw I overlooked, please let me know and I'll fix it as best I can. The whole thing was designed around a team trying to take down the other team who was going after the same score, but I wanted it to look like it was happening subtly so I added in a semi-truck with a gas trailer as if they were doing some kind of diversion kind of like in those heist/robbery movies, there's a sports car parked around one corner and two high end cars by the theatre and the construction site on the nearby area has a few details added for flavour. Also, I set traffic to 'on' to add to that 'spontanious street warfare' feel, so to make barriers of where the match arena isn't I've put striped barricades on the sidewalk so they dont interfere with traffic. (I'm sorry about rambling on, but this is my only work I was proud enough to keep, but I want people to enjoy it too, so I'm asking for critique here to improve it.)

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Thank you very much for the advise and the approval. I'm glad you enjoyed it. I'm only making very subtle changes now.

I've added another sentence to the description that I think highlights the centerpiece of the DM.

I do like the idea of doing a McKeever style beginning showdown. Those are fun...when my connection isn't acting up but I've noticed that they do sometimes anger people who aren't ready for it. In the meantime I have moved a couple of them closer to center while I toy with the idea, and figure out if I even have enough room in there or if it would put some players at the start too close to the launchers at the center.

 

You're probably right about the imbalance of the launcher/sticky at the center of the hall. At first I was going to switch them both to sticky but that can scare people (and there are already a sticky on each side so I made them both launchers. I was thinking having something with a punch at the center for those who are tenacious/quick enough to push forward but yes they should be balanced.

 

What I would like to know more about is this spawn point glitch, can you give me a link to a thread about this? With this map I've noticed that usually when someone spawns away from their team, it's because the other team has pushed forward into their starting area. Have you notice this happen randomly?

 

 

PM you a link mate.

 

ETA, I think a few of the times it was random mate, I spawned behind opposite team.

Edited by peeeel
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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?

I'll still be reviewing jobs here as well. I'm just using reviews for KAPE's forum as well and also reviewing jobs that people put forward there. I'm trying to do at least 3 or 4 a week. I know that people are always looking for new jobs to play that might be good. People are always looking to promote their jobs as well and I am looking help generate traffic for KAPE's forum. I figured having my own thread on the GTA forum and the KAPE forum would help scratch all those itches. If you feel I'm not reviewing frequently enough or reviewing enough jobs from this thread, then feel free to remove me as a judge, I won't be offended. If everything is cool though, I shall be going about my business as normal and reviewing as many jobs that I get the time to. From mid-August, I will probably have to step down as a judge anyway as I will be busy with work and will probably only manage a review per week at the most.

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Are block quotes really that difficult to get rid of?

 

We can go there since you've lost every ounce of "objectivity" long ago. The short and simple truth is you're not fit to be judging anyone's work and stamping some kind of seal of "approval" on it. This goes beyond you inserting your own personal dislike of a job and trying to get a grading sheet to reflect that for you. If we want to talk about terrible, we can do that. How can one take you seriously or stake some kind of "reputation" on the fact that one of your jobs, what was it, "Fudge The Police 3" (?) is broken. I'll explain. Who places a spawn point on such high ground in a location where you really go out of your way to prohibit access to this place? And for owned weapons? Please, it's completely unfair to be able to rain down rockets from this spot with no real repercussion. So for you to lecture me or anyone for that matter on a job, what's right and what's wrong is an absolute riot. It really is.

 

I felt 10 minutes was completely fine, again, you're going out of your way to dislike something instead of staying on point.

 

There are 2 types of creators in this game. One of them is more traditional in nature. They're the type that want something to look natural, like it was meant to be there. The idea here is to accentuate what's already in game. The other type are the folks that are interested in building entirely new topography using props as building blocks. That's all well and good, I personally feel it's too much of a "gimmick" but can admit to seeing a good one when I do. It's not my personal preference. You fall into this second camp and that's fine but you're going out of your way to scrutinize people who don't follow your "creation methods". So I'll tell you again, not all props are meant to be viewed or used as building blocks for some higher ground. Some are merely there to accent the mood or for cover. You are too stuck in your ways and too narrow minded. The short of this is you're far from qualified to be judging anyone's work.

 

And I'm not interested, no one's interested in your overall lack of objectivity. I don't know why I have to keep hammering that idea down for you to understand it, which you don't. You're mixing subjective with what is supposed to be objective material. It's evident you didn't like it and you're looking for reasons to justify not liking it. You don't belong on this panel of judges.

Edited by G37
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SaveTheZombies

 

 

 

ETA, I think a few of the times it was random mate, I spawned behind opposite team.

 

Got the link, thanks.

Ok. that did happen to me too. Bringing the outlying spawn points (where I popped up) closer to center should help right?

And I keep going back and forth in my head: stickys or launchers in the center.

 

Had my first king of the hill battle on top of the center building while trying to get high ground; we were getting creamed. They came up to get me. Very top is great, well defensible but not invulnerable. Took down a few guys before they pinched me. Thanks again.

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InactiveNew

Let me know when this tread dies, there's another DM thread does all you need. Quick reviews and good responses. The fact i have still been ignored and none of my work even tested is just shameful. Looks like I'm going to have to get some threads of my own up and help my friends in the creator community because these threads are not based solely on good content. Actually some of them promote horrible jobs that end up getting verified. Like the last patch of verified jobs, sh*te!

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Let me know when this tread dies, there's another DM thread does all you need. Quick reviews and good responses. The fact i have still been ignored and none of my work even tested is just shameful. Looks like I'm going to have to get some threads of my own up and help my friends in the creator community because these threads are not based solely on good content. Actually some of them promote horrible jobs that end up getting verified. Like the last patch of verified jobs, sh*te!

 

Who pissed on your chips? For starters, it's only been a week. if you are what the creator community needs then go ahead and do your own thread, Surely if this thread is as dead as you say then you might as well start one now. People are judging jobs when they can, give them time, it's not like any of us are getting paid.

 

The job that get verified or whatever is f*ck all to do with us, we're not looking for jobs, we're playing ones suggested here. Also you were told in the OP and stronktank that you are to only suggest 1 DM, yet you have still put forward 2, you edited your post and still left it at 2. How about you put forward one job and then if you're lucky one of the guys might review it. Thank you though, you've saved me some work and effort, I'll not be bothering to review your jobs since you're a cheeky c*nt. Let me know when you start your excellent thread. I'll suggest 2 of my jobs and see how quick you can review them.

Edited by KingOfCurlys
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Let me know when this tread dies, there's another DM thread does all you need. Quick reviews and good responses. The fact i have still been ignored and none of my work even tested is just shameful. Looks like I'm going to have to get some threads of my own up and help my friends in the creator community because these threads are not based solely on good content. Actually some of them promote horrible jobs that end up getting verified. Like the last patch of verified jobs, sh*te!

 

You've been asked on more than one occasion to edit your post and pick one job.

Edited by peeeel
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ETA, I think a few of the times it was random mate, I spawned behind opposite team.

 

Got the link, thanks.

Ok. that did happen to me too. Bringing the outlying spawn points (where I popped up) closer to center should help right?

And I keep going back and forth in my head: stickys or launchers in the center.

 

Had my first king of the hill battle on top of the center building while trying to get high ground; we were getting creamed. They came up to get me. Very top is great, well defensible but not invulnerable. Took down a few guys before they pinched me. Thanks again.

 

 

I think adding more spawn point to each side should minimize spawning behind the opposition team, you can eradicate it, however with more option on each side it less likely to happen.

 

It's a tough choice mate, I think the grenade launcher would appeal to the general audience, however the stick bomb would appeal to the more skilled players.

 

I love the tunnel mate, I'll always be hanging about there, but it's good to have a well balanced roof as many experienced DM players like to get high and in decent cover.

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No, but I couldn't be f*cked.

 

Have you played Fudge Tha Police 3? There is not one rocket launcher in that job. It's also part of a series in which all jobs have a sniper location, the sniper location is in an area where the opposite team can auto lock on them however the other team has a roof with cover but no sniper(A balance), furthermore the job does have a perfect balance of weapons, no poor spawn points or pointless props. I wouldn't even rate that in my top 5 jobs however but thanks for the input.

 

That's fair enough, I thought it was too long, however suggested adding more players to fix the issue...

 

Why you so mad bro?

Edited by peeeel
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Considering you want it to be played under "Owned" Weapons, yeah, it's broken. Even if we consider it to be played under "Forced + Pick-ups", yeah it's still broken. Why? That spawn point on the parking garage = practically unreachable from the outside (you went out of your way to block off entry). Come again? How does one establish a balance when that location is only breach-able if you're the one spawning up there? Let's also take into account NO ONE ELSE should spawn up there if you're taking up that space yourself .. sniping. Or better yet, why would you even snipe? The range of the assault rifles is more than enough to rack up several kills before ANYONE even notices YOU spawned UP there. Balance? I think not. I wouldn't rate that very high either.

 

Again, your idea of "prop usefulness" is out the window. We all don't need to stack. We all don't need to splice. We all don't need to have props reach some higher ground. Dismiss yourself as a judge, you're not wanted here. Sinking down to such trivial and albeit childish comments like that. This was me calling you out on your bullsh*t from page 2 and that doesn't sit right with you because someone actually challenged you.

 

You also mention how this thread or the general "idea" of it has struggled, and it's not simply because I'm still coming in here to state my point of view. You mention some of them going off and talking about their own "Approval" threads, and it's less about that. It's more like a "I'd like to test some jobs and give MY opinion so let's see them". That's on them. But you're also going around throwing your own "Approval" on things like it has some actual weight, staking your reputation too now that's interesting. The fact hasn't changed that you're not fit to critique anyone's work outside of the "I like or don't like" vibe.

Edited by G37
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Well fudge tha police 3 is forced and pick-ups. I also created this deathmatch to match a certain concept what you clearly ignored furthermore I never asked for it to be approved because its not made for everyone, it's made for me and my friends to enjoy, I'd just like to add that job has more plays that all your content, just let that sink in.

 

Why do you keep bringing up stacking? The best review I gave had no stacking in it. I mentioned it as a suggestion to improve what I deemed useless props, why did I deem them useless? Because they were in random spots, never acted as cover, you couldn't use them to climb and they never added to the scenery in any way.

 

I never made any of these points you fool, I responded to them, who's looking for things now?

 

My reviewing is perfectly adequate, if you listened to my review and used some of my suggestions your job would improve ten-fold but you're so stuck on being correct here. My opinion of this job will not change until the job does. You haven't in anyway justified anything to me other than your placement of the generators what might have got you another .5 at best. The fundamentals of your job were poor, them all, stop over looking this, all these minor points you keep picking up on were suggestion. You're missing the big picture here.

 

And you still never answered my question, why you mad bro?

 

 

ETA:If you want to discuss this further PM me, you have had more than enough attention in this thread.

Edited by peeeel
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Oh boy, here we go with the whole "play count" discussion. That means virtually nothing. Congratulations for going out of your way to really network your plays I guess (take a look at your crews vs mine, I also don't swap out)? You have some misconstrued notion that somehow number of plays = good. It is indicative of no such thing. I get the concept, it doesn't work in that broken state.

 

I keep bringing it up because it's a creation method you're stuck in. There was more than enough "cover" in the original state of it with opportunities to weave in and out.

 

You're also missing the "big picture" here. You're not fit to judge here, even perhaps anywhere. Why? You mix what's supposed to be objective with what is subjective and let that clearly influence the grading rubric. If you don't "like" something you let that notion overwhelm the process and that method defeats the whole point of this entirely. Fundamentals mean nothing if you don't award/take away points in a manner that strictly adheres to a specific critique model, not this "give points freely" system of "approving". Nothing has a "set" amount of points, just a general "category" that a child such as yourself can abuse and try to justify for simply not "liking" something.

 

I'm not going to entertain your juvenile questioning and it's more evidence that you cannot stay on point. If anything it makes you come off as more of a fool than I'm illustrating. And with that, I'm done. Really no point in wasting more of my time in this argument.

Edited by G37
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Stop spamming the thread with your pish please. I've already said if you'd like to discuss this further PM me.

Edited by peeeel
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handcuff_charlie

nevermind

Edited by handcuff_charlie
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Yes please continue this through personal message.
The point you didn't quite seem to get peeeel is that all the quoting is unncessary and quite annoying as scrolling time enlarges.

 

@Mr.Nedich and dillono: Your deathmatches don't have enough plays to get into the list. They need 50 plays to make sure the deathmatch is properly tested.

@TheBhoys2011: Looking forward to posting my creations in your topic.


Ice Cream Man
+ Fantastic improvements man
+ Love the change to the grenade launcher
+ + All parts on the roofs are optimized!!
+ The snipers add a little to it too
+ Good work, very challenging
+ + + Personal favourite
+ + + Definately approved
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@Mr.Nedich and dillono: Your deathmatches don't have enough plays to get into the list. They need 50 plays to make sure the deathmatch is properly tested.

That's fine, I wasn't particularly asking to be put on your list just yet, just asking how people might feel it could be improved. There may be design flaws I hadn't considered that others here might see.

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@Mr.Nedich and dillono: Your deathmatches don't have enough plays to get into the list. They need 50 plays to make sure the deathmatch is properly tested.

That's fine, I wasn't particularly asking to be put on your list just yet, just asking how people might feel it could be improved. There may be design flaws I hadn't considered that others here might see.

 

 

Put your job on the KAPE forum mate, sure me or King of Curlys won't mind giving it a play and then giving you some feedback.

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SaveTheZombies

@ Nedich I'll try it out. I'm not a judge of anything but I'm working on something (kind of weird) in that area too.

 

@The Judges thank you for the complements, approvals, and of course the advise. I think Ice Cream Man might actually be my favorite now...of MY DMs at least. Still have yet to play it with a really big group but looking forward to that.

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@ Nedich I'll try it out. I'm not a judge of anything but I'm working on something (kind of weird) in that area too.

 

@The Judges thank you for the complements, approvals, and of course the advise. I think Ice Cream Man might actually be my favorite now...of MY DMs at least. Still have yet to play it with a really big group but looking forward to that.

 

More than welcome mate, glad our advice has helped you fine tune your job.

 

Look forward to playing your next nomination :D:cool:

 

Yes please continue this through personal message.

The point you didn't quite seem to get peeeel is that all the quoting is unncessary and quite annoying as scrolling time enlarges.

 

@Mr.Nedich and dillono: Your deathmatches don't have enough plays to get into the list. They need 50 plays to make sure the deathmatch is properly tested.

@TheBhoys2011: Looking forward to posting my creations in your topic.

Ice Cream Man

+ Fantastic improvements man

+ Love the change to the grenade launcher
+ + All parts on the roofs are optimized!!
+ The snipers add a little to it too
+ Good work, very challenging
+ + + Personal favourite
+ + + Definately approved

 

 

Sorted.

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BitPieStudios

I raised the play cap of Sky Ship Galaga to 5 by adding "wings" to the ship, and replaced the AP pistol with a shotgun. tell me if it's better or not! OuO

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prototypetom

I'm really impressed by the idea and feedback process of this! its been a good read and I've added a couple to my map I fancy trying myself.

 

So let's have a go

 

Bloodthirsty Animals

http://socialclub.rockstargames.com/games/gtav/jobs?missionId=3LchVFMsYEipQmt165ZOBw

Team Deathmatch

6-16 players

forced+pick ups

10min

no target score.

 

Key characteristics:

roof/ground play has been balanced - 6 access points to the roof, all with some degree cover; no health packs on roof and reduced ammo; barrier sections create focus points on 3 of 4 sides - holding the roof isn't easy (even with owned weapons).

Both the ground and roof offer different advantages that make it worthwhile spending time on both levels.

There are 2 trophy heavy weapons.

Tactical approaches offer rewards, but it works just as well following your nose run and gunnin'... you can try camping too if you're so inclined, but make sure you got eye's in the back of your head, you can find yourself being flanked or shot from above quite quickly in most spots.

there's a lot of explosive props, most important of which are the ones on the backside fence that take out sections of fence (and players sometimes).

Ammo leans towards being generous to keep a slight bias on playing the map more than your inventory.

 

 

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I'll be playing jobs tonight. Hoping to be blowing away by your creations.

 

Managed to play a few jobs tonight, some very interesting jobs.

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