Re: [COMPETITION] Teeworlds MDC 2010 Discussion Thread
I only tested the maps few minutes, sometimes less. Here is my opinion if it can help you.
How I rated:
A: It seems to be competitive. Weapons, movements, items seem be to be coherent. It seems to use the possibilities of the gametype and the game.
B: It looks like an official map, but something is wrong in the map (it can be weapons, items, movements, competitivity etc.)
C: Almost everything is wrong (movements, items etc.)
What does it mean:
A doesn't mean that your map is good, but that you are in my opinion on the right tracks.
B means that in my opinion you can still correct things to make it better.
C means that either the map doesn't fit the contest, either you should start from scratch.
Maps:
ctf_glasy_glas:
Unable to download
ctf_burningsands
Rate: A
I would like to see more space at the bottom/middle, right now if you want to have some speed you quickly become a predictable target. So I guess that by playing with the height it could enhance the map.
ctf_oasis
Rate: B+
The major problem is about the paths, there are no shocking points. The different paths should cross in a way that you have to meet other people. It makes the game much more interesting, exciting. For example of shocking points, look under the bases on ctf2.
Also I don't think that putting two lasers really close is a good idea.
ctf_darkness
Rate: B-
Same remark as for ctf_oasis about the paths.
Some places have a lot of space, especially on the edges, which is kinda weird.
The unhookable tiles don't really seem pertinent at first sight.
The hole on the top of the map is really weird.
ctf_caveman
Rate: A-
I think it would be good to narrow a bit the corridors, to make it more easy to move. Right now it seems there is too much space.
ctf_grasshopper3
Rate: A+
It seems promising.
ctf_glaciers
Rate: B
I hate that at the bottom of the map, there is a blue layer. I understand the idea, but it is not good in practice. It is harder to see items, tees...
Items and movements could be improved, try to contact me or steph, we made a map with similar movements. It can maybe help you.
ctf_atacama
Rate: B
It is too dark, I am scared. (same comment as for ctf_glaciers about the layer)
I quite like the top of the map, as you can easily hook/move. About the bottom, it seems that you have been to lazy to think about it. One long corridor won't work...
ctf_sliper
Rate: C
Start from scratch...
dmx_DeathMatch
Rate: C
Use highdetail options...
Avoid small corridors.
dm_santa
Rate: B
I have the feeling that making a vertical map with different floors isn't a good idea. There is something to change in my opinion.
dm_desertsunrise
Rate: B+
I think you should think more about the placement of items. I am not sure what you aim here, but if you don't change it I think you should aim for a 1on1 map. Or you could extend it to aim 2on2. In any case try to place the items to make the map competitive.
The laser in the middle isn't probably a really good idea.
dm_plus
Rate: C
Items, weapons, platforms seem to have been put randomly.
run_gt3
Rate: A
It sucks that you released it, now we can't use for a future teeathlon.
H_race7
Rate: C (you probably already know why)