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Pictures look a little fuzzy, but from what I can gather, I'm seein' a shitload of Stone Man textures.
Sorry if you see a grammar mistake or something like that, my english isn't good. Overall, the MapPack looks nice, I've played in each map with bots and without them. So far I've found some problems in some maps :KAP01 - Glitchy skybox, just entered to it and I found it. Also the spot with the Crystal Eye seems impossible to reach, putting a ladder from the outside part to get there can be an idea or just a Rush Coil. There is a squared area with some blue fences in which you can go to the "back" of the are which leads to a pit. I think you should close that area. You can put the Rush Coil (If you are going to put it) or maybe a W-Tank. Well, I think (just me maybe) that the lava pool should be smaller (not to much).KAP02 - Glitchy skybox, but this is less notorious, still is there.KAP03 - I kinda like this map. The pool of death needs to die, make the water area a normal floor. Also I think the E-Tank is in a really easy place. There is a stair that leads to a pit in the last step, I think the last step should have a small wall to avoid this.KAP04 - I like this map. My only complain so far in one of the water exits doesn't make you jump out of the water (The one in the Freeze Cracker spot if I'm correct) this can lead to some problems.KAP05 - I like this map too. I really had a good time playing on it. The dependance on Item 1 to get some items is a bit odd. I think Super Adaptor can do a really good job here. Besides Bass Buster and Metal Blade - ¿Scorch Wheel? - (so far what I see) there is no more weapons that rip through the Leaf Shield. Adding one more weapon can help this.So far this is what I've seen, the maps are OK in my opinion. I can't talk about weapon balance because I'm not good at it. Hope you can fix some of the problems.
Kapus - Kappak V1a7.1/10[breakout maps/ first maps]The community loves Kapus, and Kapus loves the community back. From spriting for the mm7 expansion, to making maps in his spare time, Kapus has given back more than enough to the community. Clearly, Kapus is the closest thing we have to a role model. However, does his rep match his mapping skills? This review says the answer might surprise you.
=Gurgu Volcano=(KAP01)A mediocre start to a solid map pack, if you ask me. The textures don't stray too far from what's expected, with a sweet blend of red on the inside, accompanied by orange on the out. It screams "I didn't want to make anything too risky, so I stuck to what's safe." If maps could speak, this map would speak in a mouse's voice and only say "fun" over and over in a monotone accent. That is to say that's a good thing. Playing these maps have many open spots that allow for a large amount of players to get at each other without the restraint of walls or tough navigation. It's what this map aims for, and it hits its mark with a satisfactory punch. The layout is somewhat bland, with inconvenient level heights. The weapons don't seem too solid either, with a powerful noise crush that outclasses almost every weapon, with the exception of the rolling cutter. The skybox is considered an issue, although I had opengl at the time of this review.If you want improvement, I would say to make the weapon layout a little more solid and add more rush coils elsewhere. Otherwise, you're fine.
=Rocky Land=(KAP02)This is another map that follows the same safe formula of the first. It feels like our dear mapper thought that making walls that weren't straight would fool me into not seeing the weak layout presented before me. item placement feels incredibly random, especially when the e-tank is laughably easy to acquire. Weapon choices are also a negative, with a lack of long-range weapons to really take advantage of the open space. This leaves noise crush to (again) dominate the map. Tomahawk should be put in more places to promote long range fights, while quick boomerang should get the boot since it's alongside wild coil, fire storm, and shadow blade.
=Sapphire Caverns=(KAP03)Our mapper is learning, and it shows in this map. The weapon selection isn't horribly imbalanced this time, with weapons like search snake, dive missle, and drill bomb to take advantage of the map's layout. Music is favorable in this stage, but the real flaw of this stage (aside from the water pit) is the lack of textures. there aren't many cave textures out there, but that is no excuse to simply stick to the same two colors and present a basic map. Otherwise, it's enjoyable. Also, a quick note: If you're going to make me jump up a freakin' flight of stairs, I better see something worth the effort. With search snake and drill bomb in this map, proto buster isn't as useful as you would think. Super adaptor, though...
=Wily Stage 1=(KAP04)Our mapper is no longer as inexperienced as before, coming out with a more preferable map. With a good layout and solid weapon selection, our young mapper is starting to recognize the difference between good and bad maps. One flaw nags me throughout, however. Having to jump twice to get out of the water felt annoying, as did the flight of stairs just to get drill bomb. Otherwise, it felt fun. Just like the maps are supposed to.
=Wily Stage 2=(KAP05)Note how I write smaller columns as we go down the pack. That's because this map shows the growth of a mapper, as he begins to learn his mistakes. This map, however, might be a bit longer than the last one. When you make a map that's symmetrical, they should at least be pretty. This map, however doesn't seem too beautiful to look at. The textures never stand out and leave me begging for more, only to be handed generic light blue textures in a worthless effort to look appealing. The green wall textures aren't much of a help either. Weapon selection is not a problem at all, although I feel that the bigger weapons could be easier to get, and that rush coil would play a bigger role in this map pack. The layout isn't very good, although it's far from bad. An okay end to an okay map pack, I suppose.
...Are you sure this was susposed to be released? There are lots of huge texture glitches everywhere. Some of the floor bits seem to be textured at random. Most of the maps are too small, with no real gimmicks at all. Some areas (Water pit in 03, random water texture above f cracker in 04) actually make it seem like you were going to add more areas in, but decided to cut them out. The death pits are placed in areas no one would fall into ever. The MM4 maps have only 2 of the actual mm4 weapons. Speaking of the MM4 stages, they aren't really based on them too much. There's no met area or similar anywhere in the first one. Finally, WHY SO MANY ROCKS? AHHHHHH.
he death pits are placed in areas no one would fall into ever.
he MM4 maps have only 2 of the actual mm4 weapons.
There's no met area or similar anywhere in the first one.
KAP01: The boss music kept overiding my custom music. Also, add "Block Monsters" to the deathpit linedefs to stop bots from killing themselves.
KAP03: Make the water nondeadly, to provide some consistancy with KAP04. If the water really needs to be deadly, at least put some Blizzardman Spikes in there. Like KAP01, adding "Block Monsters" to the deathpit linedefs will prevent bots from suiciding.
KAP04: Remove the fake water opening above the Freeze Cracker.