Multiplayer (Match) Map Reviews
Volcano Valley Zone:
With the exception of one of the skies being twice that of elsewhere and Knuckles being able to climb up a wall to hide there, there's nothing that's bad about this map. It's actually done quite well. You probably should consider making the upper sections easier for Sonic to reach as it would only take a snipper watching certain key platforms to prevent Sonic from even reaching the upper levels as there is usually just one way to reach it in each area.
I like how it's not possible to pass through the floor where the lava-falls are.
OVERALL: 7/10
Graphics: 7/10
Layout: 7/10
Match Meadow Zone:
This is quite a bit better than the default Meadow Jade Match, but suffers from the same issues. The biggest issue for me is that anyone using Knuckles can climb higher on the wall than even what tails can fly in some areas (therefore also out of aiming range for non
Open
GL users who can't look straight up as Sonic). Sonic stands little chance against Knuckles as Knuckles could just glide and fire from above. This concept really works great (and annoys the victims) when there is a lot players in a cramped area and someone with Knuckles has
grenades falling while gliding. By the way, I'm not sure if this is one of
shortcomings of SRB2 or just a mapping error, but I found some grass in the sky.
I wonder if this is solid?
OVERALL: 6/10
Graphics: 7/10
Layout: 6/10
Refrigerator Zone:
Now this is one refrigerator that's not so cool. I don't understand naming
; is this suppose to be an inside joke, an
acronym, or a reference to something
? It's a shame so much work had to go into this, it's just not meant to be a multiplayer map in it's current state (it's just too big). As others have mentioned already, there is currently an issue with the SRB2 collision detection regarding fast moving solid platforms.
Spin-dashing can lead to death if done on a fast moving platform. The platforms with the fire (torch stands I guess) should also be completely solid from the bottom too and also have thicker platform to prevent accidental damage.
Also, the sand pits all should result in damage/death before reaching the bottom. Your not
consistent with this and besides, weird things will happen when passing through sand as in the screenshot below, though the sand offers perfect protection to those without a shield. In the screenshot, I wasn't trying to hide and/or make glass, but rather just show how to make fire and set
grenades (I mean land mines) in the sand. I'm sure in a normal competitive match others would get suspicious if they seen a shield with no one in it or heard beeping
coming from the sand.
This just makes a temporary resting point for the quite snippers who have played the map prev
iously.
OVERALL: 7/10
Graphics: 7/10
Layout: 6/10
Generic Canyon Zone:
Other than the fact that Sonic can't get to some of the higher platforms, it's actually not
that bad. As a suggestion, I think adding some tumbleweed might make for some good decoration, just don't go overboard. With some modifications, this would be a great level to mix something like exploding
tumbleweed with (I think someone already did a proof of concept SOC for this though). As I
mentioned before with the sand in Refrigerator Zone, the grey liquid stuff here needs to do damage or take a life and not allow for what is shown below.
The air down here is getting a little stale.
Strange why the others aren't showing up here in my screenshot...
OVERALL: 5/10
Graphics: 5/10
Layout: 4/10
Angel Lava Zone:
Wow, what can say that hasn't been already said? It's not too bad for a first map, but it's not ready for judging yet. It's generally bad practice to make hazards (such as lava) that doesn't hurt players or to place death sector randomly in the middle of a map like this. I like how the player can move from platform to platform without jumping, but that's about it. At least you have thok barriers and there is little wrong with the sectors that are there, just next time spend more time on the design.
Also, like some others here, rings are suppose to be deaf. In other words, they are normally suppose to float 32 units above their floor (at least) and not spin on the floor like tops. Of coarse, there are exceptions to this and during the next contest I plan on demonstrating a few examples of this. Don't get discourage, map building using this ancient engine is a challenge that will take time and people shouldn't be giving any non joke maps here zero unless they don't load or always result in instant death. Anything that loads shows effort!
OVERALL: 1/10
Graphics: 1/10
Layout: 1/10