Reviews by Luxtr
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Pros:
+ Extremely innovative system of construction. Building items brings a lot of different things to the table, and could potentially set up new kinds of crescendos where you create barricades with limited materials. + The technology tree is highly original work and is marvelously done. It would be nicer if it were a tiny bit larger. + Not many nav issues.
Cons:
- "Highly experimental gameplay", and thus the surroundings are terrifically bland. - The area is quite (really really) small, and the warehouse doesn't seem to serve any use to build fortifications in. - The bile jar seems to be unlocked a bit too early. - I could not get the desert rifle to spawn, might be an odd glitch. All other weapons are functional. - Tremendous issues in bringing the bots into the escape vehicle. Eventually one teleported in, but the other two bots had to feel the wrath of my AK47.
Conclusion:
I had absolutely no problems finishing this one on Advanced with bots. After unlocking the molotov it is possible to light fire across the entire warehouse door, rendering all hordes useless. Acquiring another molotov took a short 5 seconds, for which another could be thrown. By doing this I had enough time to unlock AK's and M4's for the bots, and leave plenty of pills, adrenaline, and medkits on the floor around the technology machine. Multiple avenues of infected attack would greatly raise the difficulty here. The entire area is unfortunately very bland. Though different fortifications can be placed throughout the warehouse and such, it does not help that the entire map feels around 10000 units by 10000 units. The main rocket area in particular feels very enclosed, and I feel that several different areas should be opened up, perhaps a path along the side of the warehouse. Bottom Line: Absolutely groundbreaking stuff with the construction and research capabilities. I definitely look forward to seeing your work in the future.
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Pros:
- First thing that caught my eye was the poster. The hunter, especially. - A bunch of well-designed infrastructure, especially in the middle maps - Quite a number of tanks on the freeway. - Good defense points set up during crescendos, with proper ammo dumps and miniguns. - Navigation mesh generally well done. - Rewards exploration somewhat, but mostly in the form of scenery rather than items - The finale train area was quite well built. - Fallen survivor - The wide open courtyard area was well done, though you should definitely expand the side paths around it
Cons:
- Very, very boring textures in the opening building of the first map. Not even enough graffiti. - No truly brilliant crescendos (taking into advantage game physics). Some structures certainly stand out, such as the Old European style buildings within the town, but crescendos are generally non-suspenseful. - Ambient music, if available, is not very aligned with the European atmosphere. - Survivor conversational dialogue.
Conclusion:
Very strong campaign with tremendous amounts of detail. Structure design is exemplary, while the crescendos are commendable but not awe-inspiring. The survival maps were okay when I tried them, but lacks the atmospheric feel from campaign (this is a gamemode problem, not a design flaw). Has stalls in the action combined with a few hordes here and there. This is a very finely polished piece.
This review was posted before the latest release.
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Pros:
+ Difficult on Expert. + Decent versus gameplay optimizations, a few more ladders and high spots here and there would be nice + Not the strongest finale but well optimized. + Good graphical variation on a single theme. + Commendable infrastructure (e.g. bridges) + Excellent use of sound effects and survivor dialogue.
Cons:
- Map one very short, and thus very easy. - Subpar skybox (even though it's a swamp, I know) - A bit too similar to swamp fever (one dimensional) - Several of the crescendos weren't that creative. - Bot nav's aren't too great. - level with the bridge is terrible on versus.
Conclusion:
Not bad, not bad. Even for a one-dimensional theme, the graphical quality and overall infrastructural design gives it a pretty good rating (86-87 seems fair to me). The versus mode is one of the most optimized of its type for a custom map. I would have liked to see a bit more creativity in forms of the crescendos, and the finale could be altered in some ways. Stronger (directed, not atmospheric) lighting might also be desired. Very solid. 87/100
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Pros:
+ The bosses are just amazing. The snake boss, the tower boss, the flying ships, scintillating. + The effect of healing when putting the pieces in was a nice touch. + Not so much puzzles this time, but much more straightforward imo compared to Mob Stadium 2012. + Self-acting doors. Nice. + Rumbling, shaking effect + The plaque-pushing thing was quite ingenious. + Yet another secret gnome room? OH HELL YES
Cons:
- Textures throughout the map are kind of ... boring .. much like Mob Stadium, but not as brilliant as the design of Space Jockeys. This one has a kind of coliseum-like, earthy feel to it, but the textures were just... too similar ... i think you should put it a white sandstone texture for one particular part, for example, or something similar. - The back of the UFO isn't detected as part of the safe zone during the escape. - Needs more lights. Much more, since lights really help in making a map look interesting. - Very boring skybox. - Needs a couple more pills, adrenaline, or health kits here and there. - A few more throwables would be nice, as would a few explosive cans. - No dedicated servers =(, though that's not your fault
Conclusion:
Well, it's a good wrap-up to the 2012 campaign. Though better than Mob Stadium, this one lacked the flair of Space Jockeys. Little things in Space Jockeys such as the breaking of the glass, and especially lights, really set it apart from this one. Overall, what really kills this map in popularity is the lack of color. Space Jockeys raised the bar so high with its nice visuals, that the overall brown-ness and grey shades of Wormwood really act as a weakness rather than a strength. The interactivity reached goes to new heights ... the map is truly one of a kind. If it gets polished up with some new visuals, added color and lighting, a new skybox, etc., with a bit more of Space Jockeys flavor, it would definitely be among the best. That brown color for the ground and the walls ... its ubiquitous to a ridiculous amount. I would also suggest a few Director tips. Truly one of the most original ones out there. It's visual styling basically deducted all 13 of the points I'm taking off in my review, my 87/100 is fully merited. While not a work of art, its a technical marvel worth a try.
This review was posted before the latest release.
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Pros:
1.) Great detail, amazing structural design. 2.) Multiple paths to safe room. 3.) Perfect amount of zombies. 4.) Excellent creativity in terms of a sense of place. 5.) Decent placement of goodies. 6.) Custom music is good and adds atmosphere. 7.) Escape Vehicle. Just. OMG.
Cons:
1.) Not enough variation in crescendo events. Pretty much all of the events revolve around the "Get the switch, take a corner, and wait for the door to open" type, which gets a tad repetitive. 2.) The nighttime atmosphere from the L4D1 version is preferred over this daytime one, but just slightly. Perhaps dusk/sunset protruding into nighttime may be better.
Conclusion:
Going to go into detail about each of the individual maps: i. Prison + Great map, one with great map structure design. + Multiple paths towards the safe room. - Crescendo event is too static, without much variation to it. - Some walls are too bland, and easy to get lost in. - A flare during daytime right at the start >.< ii. Prison Yard + Decent building structures. - This is, in my opinion, the worst map of the campaign. Easily forgettable without much landmarks or anything worth remarking. - The yard seems like the survivors are enclosed in a box, and the fences get really repetitive. - Again, crescendo event is really static. iii. Docks + This is where the campaign really starts to shine. As it moves to a more open environment, the campaign loosens up and the detail is totally immersive. + What a great idea for a safe room. + Excellent work in detailing in and around the docks area. - A bot had some issues in the mini sewer. iv. Ship + My eyes!!! No. It's not your eyes. The ship, bent on a weird angle, is supposed to be like that. Great idea, but maybe you can make it move a bit, maybe add more shaking as the end approaches. + Easy to navigate despite the crazy angle. + A harder than expected panic event right before the mad dash to the safe room. + The car. Glad it's kept in the L4D2 version. - Safe room is kind of ... unoriginal looking. =( v. Lighthouse (finale) + Escape Vehicle is truly original and the best of its kind. + Great detail in the lighthouse spots. - Still too easy to hold up with the advantage of the terrain. - Takes too long for tanks and hordes to arrive as the finale is called. - No messages showing when the escape vehicle has arrived "Rescue has arrived, etc" - The finale's plot is rather unusual... and the escape vehicle comes from a weird angle behind some rock, making it hard to see. Overall, this map is a blast to play, a must have and must try. Doubtlessly one of the top custom maps, even without optimizing the panic events to L4D2 gauntlet standard. Truly ingenious.
This review was posted before the latest release.
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Conclusion:
This review was posted before the latest release.