kzra_textures

Started by Ovidiu Dumitru
22/11/2009 12:58
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Ovidiu Dumitru22/11/2009 12:58(edited 16/12/2009 16:06)

Status: Denied

Reasons:

- generally speaking, the whole map is too simple. We have seen these kind of maps over and over again;
- the biggest problem is at the textures. There is no way for XJ’s standards to accept textures like these ones. They don’t help at “building” a nice environment and so on;
- the concept it’s not creative. You need to think first if your map will bring something different for the community (jumps and everything else);
- the structure is also very common and the architecture is plain. The way the map path is structured is not clean or fluid at all;

Suggestions:

- before you start working at a map, think first at a concept, but not a regular one. Try to create something new for the scene. Try to find new ways of building a map and don’t use old concepts, because the outcome won’t be a good one.

Other:

Note: Make a changelog when/if you resubmit so we can easier see what you have changed and make the process go faster.

koukouz mapperrecord holder22/11/2009 16:31

i tried something new with the jumps, but as far as i can see drop cjs, dds and all the stuff is in every kz map. ill try to create new jumps with undiscovered techniques so you will be happy. mmmh... maybe edark jump 2 so that no one except numb can finish the map ok?

Ovidiu Dumitru22/11/2009 16:51

Please do that, but before creating a map with ej2, ask your parents to teach you some manners. In this way, maybe your sarcasm will abandon you.

koukouz mapperrecord holder16/12/2009 14:52

The difference in checking custom maps is, that we just check if the submitted map fits for the record section.
This means the mapcheck process is more focused on the jumps if you submit your map as a custom map

puppetz mapper16/12/2009 16:24

Yep, but not solely focused on the jumps.

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