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[PS3 & PS4] Dillono's Reviews of Captures, Races, DMs, and mor


PhoGarrett
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DUCK SHOOT - Capture

 

TEAM 1: Bring the package parachuting to your base. TEAM 2: Wait in your base for the parachuters to snipe them, and collect the packages brought by them.

 

It's a very simple capture, but i have too much fun trying to snipe the parachuters and also trying to parachute while avoiding snipers. The base for the parachuters is only reachable parachuting because is 25 m high. The snipers can take a boat to go through the Alamo sea to be closer to snipe the parachuters who will be base jumping from Mount Chilliad.

 

I hope you like it

 

http://rsg.ms/27b6184

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Clowning Around by pb76

 

1_0.jpg

 

Checkpoint Placement: CP placement wasn't too bad, the starting grid could use some adjusting to make it straighter, CP 13 could be removed, CP 10 and 11 could be merged to one checkpoint.

 

Props: N/A

 

Overall: Clowning Around is a nice goof-off track (See what I did there?) to play with friends and crews, but it surely isn't for the serious racers who are into GP races and nice technical tracks. The verdict is a 6 out of 10, above average, reminded me of some Twisted Metal sh*t with the GTA race pick-ups.

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Hey guys kazedmonks here thought Id show you guys a map that I created and that has been getting alot of positive feedback on the ps3 and now on the ps4. INFINITE AMMO 41811 is a tdm that i made bout 2 or 3 months ago and in that time it has soared to currently 3.3k plays 1.2k likes and 340 dislikes with a 74% rating. The match is located at the golf course and conists of monster trucks, buzzer choppers, dirt bikes, sports bikes, and 4 wheelers scattered throughout the map. As for weapons each team spawn will have rpg and snipers, and scattered throughout map are advanced carbine, assault rifle, smg, molotov, and automatic shotgun. I have a custom made bridge leading from the building of the golf course to the middle of the map and a custom made snipers nest on other side of the map. I hope guys are willing to try it out below I will leave info on how to get to it along with a youtube vid of me in a match in it thank you.

HERE IS THE YOUTUBE VID-
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TheGoodSgtScooter

3yPJ7BY.png

 

I think these maps don't need more description than saying it's inspired from CS1.6 :)

 

PLAYERS

2 to 30

 

TEAMS

1 to 2

 

GAME MODE

Team Deathmatch

fy_iceworld

http://socialclub.rockstargames.com/member/mr_grandis/games/gtav/jobs/job/5hoeHGlHDEW2CXNaPoczlA

 

as_bloodstrike

http://socialclub.rockstargames.com/member/mr_grandis/games/gtav/jobs/job/H8HAhYAcNEarEIGCDPvOnw

 

de_dust2

http://socialclub.rockstargames.com/member/mr_grandis/games/gtav/jobs/job/kTVjK5PsikKMBaItldrvwA

These maps are absolutely awesome! Especially in free aim.
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3yPJ7BY.png

 

I think these maps don't need more description than saying it's inspired from CS1.6 :)

 

PLAYERS

2 to 30

 

TEAMS

1 to 2

 

GAME MODE

Team Deathmatch

fy_iceworld

http://socialclub.rockstargames.com/member/mr_grandis/games/gtav/jobs/job/5hoeHGlHDEW2CXNaPoczlA

 

as_bloodstrike

http://socialclub.rockstargames.com/member/mr_grandis/games/gtav/jobs/job/H8HAhYAcNEarEIGCDPvOnw

 

de_dust2

http://socialclub.rockstargames.com/member/mr_grandis/games/gtav/jobs/job/kTVjK5PsikKMBaItldrvwA

These maps are absolutely awesome! Especially in free aim.

Yeah they're very good to be fair. I hosted one recently.

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With the weekend coming up (woo-hoo!) I'm gonna get the time to play the following creations. Sorry for being inactive without a trace for 5 days, was a bit of a busy week.

 

The Walking Dead by pb76 FINISHED :^:

 

Batphobia Theme Park by motorock777 FINISHED :^:

 

Scandi Flick by M-Powered_ FINISHED :^:

 

Duck Shoot by Mono_Jokes FINISHED :^:

 

 

I'll get the entire CS1.6 jobs done in one review, too, once I get them into a playlist. Busy weekend as it seems, thank god that Christmas is just around the corner, I'll get more time to play them and more people that'll join, win-win situation!

Edited by dillono
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Yeah they're very good to be fair. I hosted one recently.

 

 



 

 

With the weekend coming up (woo-hoo!) I'm gonna get the time to play the following creations. Sorry for being inactive without a trace for 5 days, was a bit of a busy week.

 

The Walking Dead by pb76

 

Scandi Flick by M-Powered_

 

Batphobia Theme Park by motorock777

 

Duck Shoot by Mono_Jokes

 

 

I'll get the entire CS1.6 jobs done in one review, too, once I get them into a playlist. Busy weekend as it seems, thank god that Christmas is just around the corner, I'll get more time to play them and more people that'll join, win-win situation!

 

itd be awesome if you guys checked my creation out

 

cops n crooks inspired capture match

 

Cops and Crooks

Description

A team of crooked cops and group of criminals battle over a shipment of diamonds stashed in back of an overpriced liquor store and the generator room in the dam. Heads up, the Armenians have shipped in some huge weaponry to protect the stones so you might be outgunned. Each team must work together to win, helicopters are hidden on each base. May the best scumbags win.

 

http://socialclub.rockstargames.com/games/gtav/jobs/job/taHsmoiC-EqtRYtsIWSe_A

Edited by Ethereal_NYC
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^ Will definitely take a look. You want me & my crewmates to just check it out or do you want me to review it?

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The Walking Dead by pb76

 

1_0.jpg

 

Props: Didn't like the prop layout too much here, team 2's base could do without the trailers, isolates their base too much, and why does team 1 have a random dashbound blocking the entrance?

 

Actors: Pretty standard for a TWD recreation to have junkies in zombies. Wish there was a way to make the actors not talk.

 

Weapon Placement: This part was weird. Why's the pump shotgun the starting weapon but the molotov and melee weapons are pick-ups? I see balancing issues here. You should change the pick-ups to pistol, sawed-shotgun, assault rifle and keep the molotovs.

 

Overall: My second review of a Walking Dead map isn't so satisfying as I expected it to be. There are some balancing issues and miscellaneous nuisances like that dashbound and the trailers. It's got good atmosphere but it doesn't really deliver on making a fun capture. 6 out of 10, slightly above average.

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Batphobia Theme Park by motorock777

 

2_0.jpg

 

Checkpoint Placement: I will acknowledge that you used most CP's as landing spots, clever I will say. I think that the jump in between the starting grid and CP 1 could be removed, was a bit hard to stick the landing on the first try.

 

Props: You went all out in this subcategory, didn't you! As a theme park design, it works pretty well if you trying to capture a Roller Coaster vibe.

 

Overall: Batphobia Theme Park is a nice race that's a bit challenging without the creator making it too hard you spend 5 minutes on one obstacle. A nice race for playing with friends and randoms. 8 out of 10, a race that works well with what it has.

Edited by dillono
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Hi, could you please do a review of my race?

Name: Hill Climb

Description: It's a race on curvy mountain roads. A car with good grip and great acceleration is advised, I personally think that the Massacro racecar is the best for this map. Tip: look for the signs on the side of the road at tricky corners. You might wanna set it to non-contact so you won't get pushed off the road.

 

Link: http://socialclub.rockstargames.com/member/zakkant/games/gtav/jobs/job/-ymKhQRbbEOAVGOJK6f2ng?platformId=2

hc_www.kepfeltoltes.hu_.png

Edited by gravis
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Scandi Flick by M-Powered_

 

1_0.jpg

 

Checkpoint Placement: CP Placement isn't too shabby here, but my main gripe is that there's way too much space between checkpoints, I can see this being a problem for people playing it on standard with others.

 

Props: N/A

 

Overall: As a endurance race, it's not very good as one, but however it's a very nice race to play if you want to sight-see some of the more natural areas of Los Santos without the hassle of switching to a solo session. I give it a 6 out of 10, although not a technical race, but the CP placement is perfect and it offers some nice sights along the way.

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Thanks for the review Dillono! Bear in mind though my race isn't for endurance, it's a Rally stage type track which really tests the players abiltity how much they can handle their car. I'm happy with 6 outta 10 though ;) Pretty solid. I understand about the checkpoints being quite far apart, but I could only add 68 of them, and I maxed them out unfortunatly lol.

Edited by M-Powered_
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Duck shoot

 

1_0.jpg

 

Props: Props were mostly barriers and used to tell players, "Jump off the cliff!" I think a ramp could be added to encourage the jump more or put less barrier space in the places the player isn't supposed to go. Also, why's there a random container in the sky above team 1's base?

 

Weapon Placement: Weapon placement was alright here, could be better. The sniper rifles could be positioned farther apart so one dude/dudette doesn't grab them all in a couple seconds, same goes for the parachutes and body armor.

 

Overall: You got a map with potential here, but it's got some technical issues. The team 1 base wouldn't let me score a point there so you should change where that goes, but nonetheless I still had some fun in the capture. I give it a 5 out of 10, average map with a good concept but bad execution.

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Review my playlist of 5 tracks based on the old Ivan IRONMAN Stewart's OFF ROAD arcade game.

 

http://socialclub.rockstargames.com/games/gtav/playlists/playlist/cNpiBr-WA0KQWUI-T0dFXw

 

The tracks are very technical and require great throttle control. Tracks were made for the Rebel truck, because of its awesome springy suspension on ramps, and because the Rebel trucks look like the old Toyota trucks from that game. All tracks were tested with the stock Rebel. All jumps are makeable with a stock Rebel. But I recommend you buy and max out your own Rebel for more fun. Some ramps require max speed approaches, some require medium or slow speed approaches, for variety and to weed out the no skill noobs. Some jumps require slowing enough to get your truck lined up for the ramp, THEN gunning it to clear the gap or water.

 

Tips: Track 2, the cliff jump ramp is optional. You can just fly off the edge of the cliff if you like, single ramp is there for added big air thrill.

 

Track 3, the pier jumps are makable with a stock Rebel, you need to approach ramps at max speed to clear pier fences. The cliff jump near the end, you're expected to take at max speed to clear the line of red crates. Its easy to clear the crates if you go max speed, but theres forgiving space if you come up short, you can just go around crates to the left to reach next checkpoint and go around the sinkdrain turns.

 

Track 5, The first ramp jump to the island has very little run up room ( I tried for more but that was the best way to get the jump at the shallowest required angle). The guardrails on the left make you slow down, turn left to line up with ramps, then gun it. Jump is makeable with a gutless stock Rebel everytime if you do it right. What you DONT do there is try to take it fast and jump the ramps crooked, you'll sink the truck in the deep part if you do. Also, the first low ramps after the start line are meant to be a SLOW hairpin. I put the red crate just before the ramps, forcing you to climb the hill a bit as a chicane, to slow you down. You take the ramps slowly to jump the wood posts, land on the beach, then make a slow hard right hairpin turn. Slow is fast in that section. Take it too fast, you slam the blue fences. And I only put the fences there to be nice, otherwise youd go flying off into the sea and sink lol.

 

These tracks are for the skilled offroad driver, where jump strategy, braking, and throttle control will win the race, instead of gas mashing around the tracks. The tracks were made to SINK motorcycles who think they can come in and dominate.

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Duck shoot

 

1_0.jpg

 

Props: Props were mostly barriers and used to tell players, "Jump off the cliff!" I think a ramp could be added to encourage the jump more or put less barrier space in the places the player isn't supposed to go. Also, why's there a random container in the sky above team 1's base?

 

Weapon Placement: Weapon placement was alright here, could be better. The sniper rifles could be positioned farther apart so one dude/dudette doesn't grab them all in a couple seconds, same goes for the parachutes and body armor.

 

Overall: You got a map with potential here, but it's got some technical issues. The team 1 base wouldn't let me score a point there so you should change where that goes, but nonetheless I still had some fun in the capture. I give it a 5 out of 10, average map with a good concept but bad execution.

Thanks for the review. I agree with the whole text, but the "random container" is actually Team 1's base, so you are supposed to land up there to collect the package. Anyway, i am going to implement all your tips and make a more decent description so every one knows what to do. Thanks again and keep up with the good work!

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fy_iceworld_dm by Mr_Grandis

 

2_0.jpg

 

Props: Props were used symmetrically and perfectly fits in with the free-aim aspects.

 

Weapon Placement: Weapon placement wasn't exactly great, but the choice of them almost entirely renders the "straight line" placement. Not saying it's bad, I'd probably do the same thing if given the map layout. Body armor and health pickups in the middle of the map were a nice touch too.

 

Team Start & Spawn Points: Spawn points are a bit dodgy considering how close the area is and how the game renders the spawns, so you might end up with a shotgun bullet to the face after killing a teammate and his teammate spawns a second after. It didn't break the map (in fact it made it more intense, if that was what you're going for) but it was a small nuisance. I'm not sure if there's a work-around though.

 

Overall: Although having some dodgy spawns, iceworld is a completely enjoyable and fun rendition of a classic Counter Strike map, that I'm sure will become popular by the free-aim community sooner or later. I give it an enthusiastic 9 out of 10, it's a great FA map that deserves it.

Edited by dillono
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cs_bloodstrike_dm by Mr_Grandis

 

2_0.jpg

 

Props: Props were similar to iceworld, in terms of the format. It's still works, the thing that makes it different from iceworld is that there's only 2 pathways instead of 3, which made for a rotation style method for players.

 

Weapon Placement: Same as iceworld, straight line and a variety of weapons to work around CS having a custom loadout option.

 

Team Start & Spawn Points: Spawn points are still as dodgy as iceworld, nothing much/new to add in this department.

 

Overall: Bloodstrike still serves nicely as a deathmatch based off of a different game, and it holds up as a solid deathmatch with intense gameplay that never stops moving until the timer hits zero. I give another CS1.6 deathmatch a 9 out of 10, great gameplay and a well-deserved rendition of bloodstrike. Keep up the good work!

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de_dust2_dm by Mr_Grandis (Late review is late)

 

2_0.jpg

 

Props: The prop placement was extremely satisfying. Works great for both a homage to the classic Counter-Strike and a nice way to isolate and funnel the action to certain areas.

 

Weapon Placement: Weapons were placed differently here for a change from the other two creations I reviewed, where the weapons are actually well-spaced out and have a nice variety too.

 

Team Start & Spawn Points: Spawn points are reminiscent of the respawn system in CS1.6 and it actually works in the deathmatch, I've seen it done before but this one makes it works.

 

Overall: de_dust2_dm is one of the very few gems that happen among the creator community that's just a joy to play because of how much it works, this creation gets my first 10 out of 10, there is nothing wrong with it. Nothing. This map deserves all the plays it has and is worth every second.

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Yo Dillono dude, if you get a chance give this a go.

 

Operation green spear

 

2_0.jpg

 

 

Highly strategic capture, recommend playing with other players who have mics.

 

I'm more looking for another creators perspective, possibly see things I don't or just give a different opinion. You're pretty honest so should get what I'm looking for.

 

I think my main issue was actors re-spawns and aiming level, both have been adjusted.

 

Cheers

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Hello Dillono. I appreciate you taking the time to review people's creations and give them fair ratings.

I am proud to share this capture match.

 

ESCAPE THE INSTITUTE:http://rsg.ms/52a5f35

capture 6 bags from one rooftop and deliver each, individually across the street.

recommend setting all points.

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Yo Dillono dude, if you get a chance give this a go.

 

Operation green spear

 

2_0.jpg

 

 

Highly strategic capture, recommend playing with other players who have mics.

 

I'm more looking for another creators perspective, possibly see things I don't or just give a different opinion. You're pretty honest so should get what I'm looking for.

 

I think my main issue was actors re-spawns and aiming level, both have been adjusted.

 

Cheers

 

Is this playable on ps3? It's saying job not found.
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Yo Dillono dude, if you get a chance give this a go.

 

Operation green spear

 

2_0.jpg

 

 

Highly strategic capture, recommend playing with other players who have mics.

 

I'm more looking for another creators perspective, possibly see things I don't or just give a different opinion. You're pretty honest so should get what I'm looking for.

 

I think my main issue was actors re-spawns and aiming level, both have been adjusted.

 

Cheers

Is this playable on ps3? It's saying job not found.

 

 

It won't it was made on the ps4 dude, I've not got a ps3 capture that's any good, but if you're looking for a strategic DM on ps3 try this mate. Isolation 2 and here my jobs that are available for ps3 sure you'll enjoy some of them.

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Hot damn I chose the wrong time to start this review thread. Will pop out a review on monday or tuesday; busy weekend.

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Hot damn I chose the wrong time to start this review thread. Will pop out a review on monday or tuesday; busy weekend.

No hurry dude.

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Hot damn I chose the wrong time to start this review thread. Will pop out a review on monday or tuesday; busy weekend.

No hurry dude.

I figure it's better to keep the recipients updated then just not say jacksh*t and pop out a review 5 days after the latest one.

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