My Judging:This is MY opinion. I'm sorry if everyone does not agree with me. If you feel I have marked wrong or anything, please PM me with DETAILS.Detail - 40/100
Brushes in the map that are primarly there to make it look nice.
Relevance - How does the detail compare to the rest of the map? Is it relevant to the theme and style? Or is it random? (10/25)I'm not too sure how to actually rate this. The map itself is just a simple sand map with boxes scattered everywhere. The detail seems to be relevant to uh, the 'theme' though, I wouldn't call it a theme.
Appearance - Is it visually appealing? Does it make you want to play the map? (5/25)The appearance of the map is not that great. It's lacking detail, a specific theme and is very open. I would not play this map if I were going by visuals only.
Suitability to Gameplay - How does the detail collaborate with gameplay? (15/25)Quite a lot of the detail helps the player to get to different places (Dj's to behind flag, autococker, mid flag etc). Being such a small map though, some are unnecessary for gameplay.
Quantity - Is there too little? Is there too much? Or is there enough? (10/25)I feel as if there is not enough detail in this map. It's very plain and an eye sore.
Jumps - 50/100
Judge based on the jumps of the map
Quanity - Are they too rare? Are they too common? (20/25)There is a nice quantity of jumps for such a small map.
Suitablity - Are the jumps randomly placed? Are they needed? Do they work well? (10/25)Most of the jumps in this map are not really needed. As the map is just a circle (small), players just run to the other base. If you turn your back to get the autococker or try to dj behind flag, the opposition will most likely get you. There really isn't that much time to perform jumps in this map without the other team killing you. Although, the dj behind flag and to grab the mid flag could be of use in some situations (although dangerous). Also, it's very awkward going the opposite way (so you will be blocked by the triangle jump).
Relevance - Are the jumps relevantly placed? Are they Leading to places of importance? (15/25)With the use of the new physics, the jump where you hit the ramp, catch the sky and then land on the boxes is a pretty cool jump, that I guess, is relevant to sneak up on your opponent. Dj's to mid flag, a little ramp thing to autococker.. these seem to be relevantly placed. BUT, if you go the opposite way, the jumps get in your way. The map makes me feel like I HAVE to go a certain way around the map, which I do not like.
Range - Are there jumps for people of all skill level? Some easy jumps and some hard? (5/25)They are all very easy. You can't really make any difficult jumps as small as this.
Gameplay - 58/100
Judge based on how fun the map is to play
Flow - Do you get stuck anywhere? Can you get from place to place without any fuss? (8/15)There are a few places where you can get stuck (heading towards the 'speed' jump backwards). Again, it's a small map and isn't very hard to navigate.
Items (placed) - Are the items placed in convienient locations? Will they affect gameplay negatively? Are they present at all? (10/10)I don't see any problems with where they are placed.
Spawns - Will you get spawn killed? Are the spawns varied enough? Are they fair? (10/10)I don't think you would need to worry about spawn killing on such a small map. They seem to be good, with both sides having the same spawn points.
Lines - Do the lines look interesting? Are they used for the sake of being used or do they serve a purpose? Is the Visibility of the map good? Can players see other players at certain points only? And does this help or hinder gameplay?(5/15)There are places to line mid, but, if you try to stop mid and shoot someone, by the time you get to there base they would have been back around and ready to cap on you. The 'base' is the only place where you won't be able to see the other player (plus low
), which makes it a lot easier to sit on flag and wait for the other team to rush in.
Capping + Grabbing - Is it too easy/ hard to grab? Is it too easy/ hard to cap? Are the flags worth too much or too little? (15/30)The flag points are fine. This map would be very easy to camp at flag, making it very hard to grab. Then again, in a 1v1 situation, it would be very easy to trade captures.
Layout - Are all the paths equal in terms of speed? Is the scale of the map good? (10/20)To my surprise, there is a low. If you take this path you will be at a huge disadvantage. If you choose to go out the right side of base, it is a lot awkwarder and harder to navigate.
Technical Skill - 45/50
The quality of the mapping techniques used.
R_Speeds - Are the r_speeds low enough for play? Has the mapper done a good job at keeping them low? Will it be laggy for some players? (25/25)The r_speeds are very low, the highest I could find was ~570. I doubt many players would have trouble running this map.
Alignments - Are the textures aligned correctly? (5/10)There are a few misaligned walls here and there.
Brush + Grid work - Is there technique good? Is the grid size appropriate? Have they used clipping planes (if they are relevant)? etc. (15/15)The brush work seems to be fine.
Innovation - 10/50
Is this map NEW and EXCITING or have we seen it before?
Innovation/ Unique - Have we seen this all before? Or were you impressed by the fresh look of the map? (10/50) This map is not unique or innovative at all. Sand, boxes, cap spot. That's about it. I'll give 10 points for actually using the new physics in jumps, though.
Overall - 203/400