Post by X7[Q2C] on Sept 3, 2009 23:07:58 GMT -5
Yggdrasil - The World Tree ~ By Yendor ~
yggdrasil.bsp
q2c.tastyspleen.net/maps/con_7/yggdrasil.zip
Judges scores
Judges comments:
James[Q2C]:
n/a
Dervish:
This is the most original map concept I have seen for a deathmatch map, but unfortunately the gameplay does not seem to live up to the level of originality. Starting most spawns near a weapon is a step in the right direction in terms of balance, but more could have been done to enable a player on the bottom to reach the top levels of the map and to allow people to escape the top levels without consistently falling to their doom.
Some of the weapons require you to go quite a bit out of your way to get them too, so they dont tend to be called into play like they should. (ex. the railgun)
The ladders and rope bridges were very cool tho and worked a lot better than I expected at first glance.
Spawn Girl:
Creative map, but can not be played in fluid way.
For example: The location of Railgun is frustrating.
Gameplay is bored and frustrating too.
Wixen1 [Q2C]:
n/a
Mr. LemonyFresh:
The idea behind this map is quite refreshing compared to the usual death-match.
I don't really care much for the connectivity of this level.
some platforms i think, needed more care in the way in which they were placed.
Some of the ladders and tree branches make it difficult to get from place to place,
and/or to maintain the upper-hand on your opponent.
The way in which this was delivered is a bit flawed, but some aspects make up for it.
The tree is pretty nice, but i reckon you could have joined the verts a bit better.
I dunno what the ancient head is for, kinda random,
but I've seen something like that done in quake 3
yggdrasil.bsp
q2c.tastyspleen.net/maps/con_7/yggdrasil.zip
Judges scores
Judges comments:
James[Q2C]:
n/a
Dervish:
This is the most original map concept I have seen for a deathmatch map, but unfortunately the gameplay does not seem to live up to the level of originality. Starting most spawns near a weapon is a step in the right direction in terms of balance, but more could have been done to enable a player on the bottom to reach the top levels of the map and to allow people to escape the top levels without consistently falling to their doom.
Some of the weapons require you to go quite a bit out of your way to get them too, so they dont tend to be called into play like they should. (ex. the railgun)
The ladders and rope bridges were very cool tho and worked a lot better than I expected at first glance.
Spawn Girl:
Creative map, but can not be played in fluid way.
For example: The location of Railgun is frustrating.
Gameplay is bored and frustrating too.
Wixen1 [Q2C]:
n/a
Mr. LemonyFresh:
The idea behind this map is quite refreshing compared to the usual death-match.
I don't really care much for the connectivity of this level.
some platforms i think, needed more care in the way in which they were placed.
Some of the ladders and tree branches make it difficult to get from place to place,
and/or to maintain the upper-hand on your opponent.
The way in which this was delivered is a bit flawed, but some aspects make up for it.
The tree is pretty nice, but i reckon you could have joined the verts a bit better.
I dunno what the ancient head is for, kinda random,
but I've seen something like that done in quake 3