RyokoTK

17 Submissions


Starlight 1.0

RyokoTK on Aug 27th 2011

Shollowvoid_0000

Seven netmaps. No BS.

Three are from Power Drive, but they're not crappy anymore.

117 downloads, 2 reviews, 4 screenshots, 5.0 rating


Phoenix 1.2 demo

RyokoTK on Jul 26th 2011

This is the first two chapters of Marathon: Phoenix version 1.2.

This is primarily for the purpose of testing some of the new functionality brought to 1.2.

It includes updated shapes and MML. These are mostly backwards compatible with 1.1, though the MML will cause a couple curious HUD oddities. I would recommend backing up the 1.1 files you overwrite.

133 downloads, 0 reviews, 0 screenshots, 0.0 rating


Power Drive 1.4.0

RyokoTK on Aug 31st 2010

Persepolis

Power Drive is a map pack with an experimental concept: to take the focus away from the powerful weapons and put strength in the little guys. 14 maps in total.

Has embedded MML/Lua for Quake-style health kits.

Notes for version 1.4.0:

Adds two maps. Significantly alters how powerups work.

789 downloads, 3 reviews, 6 screenshots, 4.3 rating


Marathon Phoenix 1.1.0

RyokoTK on Jul 15th 2010

Karma

A 22-level single player major conversion.

This scenario is difficult and action-packed; it features a full arsenal of new, powerful weapons, and more threatening enemies than you could ever want.

Includes level music; that's why the file is as large as it is. No high-res art.

Notes for version 1.1.0:

Now includes multiplayer, a new level, and some other fun stuff.

1993 downloads, 17 reviews, 1 screenshot, 4.7 rating


A History of Paradise

RyokoTK on Feb 7th 2010

If you aren't familiar with Paradise Lost, download the original here: http://www.simplici7y.com/items/paradise-lost

This is basically the same thing as Paradise Lost, but the maps are divided into four separate packs based on the chronological and stylistic period in which I made them.

This project is intended for people that only like a certain group of PL maps, and/or need or want help organizing them. This is the best I can do.

As a bonus of sorts, the maps SCB, Acid Rain, and Darkest Insurrection are also restored.

350 downloads, 3 reviews, 0 screenshots, 5.0 rating


Paradise Lost XV

RyokoTK on Jan 22nd 2010

Ki1

Paradise Lost includes 40 maps, with a focus on high-quality aesthetic while maintaining good, enjoyable gameplay.

Notes for version XV:

3 new maps and 1x rechargers are enhanced through MML.

1992 downloads, 21 reviews, 16 screenshots, 4.7 rating


Kill Them All III: The Complete Masterworks 1.10

RyokoTK on Jan 15th 2010

Fury

KTA3: The Complete Masterworks is every Kill Them All map to date, as well as 12 new maps, in one massive 38-map mega-mini-scenario adventure.

If you want to play co-op, using Co-op.lua is nearly a requirement.

Notes for version 1.10:

Added two more maps and fixed a lot of bugs, mostly related to co-op.

808 downloads, 5 reviews, 1 screenshot, 4.8 rating


Team Works 1.0

RyokoTK on Nov 16th 2009

Or1

7 maps designed for Rugby. Maps are by myself, W'rkncacnter, and $lave. It is recommended that you use Rugby Lua as well.

Notes for version 1.0:

it's official

385 downloads, 3 reviews, 1 screenshot, 4.0 rating


Problem Pax 1.0

RyokoTK on Nov 16th 2009

A collaborative effort by myself, Treellama, Irons, W'rkncacnter, $lave, Screamingfool, and JUICEMAN.

Journey back in time through a whopping 60 maps as we present all of the bad maps we've made and discarded throughout the years.

Some of the maps are nearly tolerable, some are quirky and stupid, some are outright terrible, and some are deformed joke maps.

Please don't host these more than once. In fact, don't host these at all.

Notes for version 1.0:

terrible

360 downloads, 2 reviews, 0 screenshots, 2.5 rating


Victory Dance VI

RyokoTK on Aug 12th 2008

This is the result of the Summer 2008 mapmaking contest. It includes six maps. Winners include $lave, CryoS, and Treellama.

544 downloads, 3 reviews, 0 screenshots, 3.3 rating


Victory Dance V

RyokoTK on Mar 9th 2008

This is the result of the fifth Mapmaking Contest. All five entrants are included. Congratulations to treellama, irons, and $lave for securing the top three positions.

563 downloads, 1 review, 0 screenshots, 4.0 rating


Second Quest 2.0.0

RyokoTK on Jan 8th 2008

Sq2-5

Second Quest is a project designed to remake the original Infinity netmaps, as well as maps from other classic sources (Coriolis Loop and Marathon 2, currently). The end goal was to make them playable and enjoyable, and I believe we succeeded on all counts, with a total of 29 maps so far. It is a collaborative project, including efforts from myself (RyokoTK), screamingfool, Kinetic Turtle, Irons, and treellama.

973 downloads, 9 reviews, 5 screenshots, 4.8 rating


Kill Them All II 1.00

RyokoTK on Oct 15th 2007

Kta2

Kill Them All II is a short but intense scenario for Marathon Infinity. It is a collaborative project, wherein the challenge for each mapper was to make complete, high-quality levels with 100 or fewer polygons.

KTA2 features 11 maps from five mappers: screamingfool, Drictelt, Hangar96, shadowbreaker, and myself. It's difficult, with loads of carnage -- very fun.

1030 downloads, 4 reviews, 1 screenshot, 5.0 rating


Victory Dance IV 1.0

RyokoTK on Jul 8th 2007

Vd41

This is the result of the fourth Mapmaking Contest. Out of 11 total competitors, 7 people made the final cut, leaving us with a solid pack of great maps.

Winners include Windbreaker, treellama, and Kinetic Turtle, though the final product has 7 maps from 7 mappers. A great showing!

637 downloads, 0 reviews, 3 screenshots, 0.0 rating


Red Spectrum 2.02

RyokoTK on Jun 20th 2007

Tc1

30 netmaps that see a lot of play on the Internet. You've probably seen some of these maps before.

This project took me about two years to complete. Enjoy!

951 downloads, 8 reviews, 1 screenshot, 4.9 rating


Kill Them All! 1.02

RyokoTK on Jun 19th 2007

Kta1

Kill Them All is a short but intense mini-scenario for Marathon Infinity. It is a collaborative project, wherein the goal for each mapper was to make complete, high-quality maps that had no more than 100 polygons.

KTA features 15 levels by myself, screamingfool, Kinetic Turtle, irons, and Shadowbreaker. It's a difficult but action-packed game -- very fun.

955 downloads, 2 reviews, 1 screenshot, 5.0 rating


Victory Dance III 1.0

RyokoTK on Jun 2nd 2007

Vd3

This is the resulting netpack of the third Netmap-making contest. The top seven mappers out of a total group of nine made it into this pack, which I can easily say is the best Victory Dance pack so far.

The winners include screamingfool, Treellama, and irons, though the pack has 7 maps from 7 different mappers in all.

581 downloads, 2 reviews, 1 screenshot, 5.0 rating


41 Reviews

  • Currently 5/5 Stars.

Good stuff Caustic Dystopia

RyokoTK on Sep 22nd 2010, Version 1.0

Very competently made; the architecture is nice, and the flow is generally acceptable. To me, the layout tends to be a little overcomplicated, but I can't complain too much.


  • Currently 1/5 Stars.

Stop. Armed Goblins

RyokoTK on Sep 16th 2010, Version 1.0

Please.


  • Currently 3/5 Stars.

Playing online should be a prerequisite for submitting netmaps Mosaic Cafe

RyokoTK on Sep 14th 2010, Version 1.1

The thing about these maps is that it's really evident that you don't play online. Things like gimmicky stairs that are difficult to climb, slow-moving platforms that don't really stand out, teleporters that leave you facing walls, and the general sparseness of ammo that comes with unfamiliarity with netplay.

The other major problem is that the lighting quality is generally insufficient; there is a decent amount of differential shading, but most things are so bright it's garish. Couple that with some fairly schizophrenic texturing choices and the maps are generally an eyesore.

The positive thing is that there is a considerable amount of experience with Forge that's evident in the maps -- so it's not like I don't think you're capable of doing better. The main problem is really just that the good things are offset by issues that are somewhat obvious to experienced multiplayer people.

The architecture in general is on the nicer side, though the geometry may be too dense; this can cause glitches with rockets, which is another problem you wouldn't notice in single player, though the one thing for which you deserve endless credit is that there are no monsters.

Overall, these could do with a much more careful pass through Visual Mode (.lua or Forge) and some layout tweaks, but I think first and foremost you need to actually play online -- and play some of the more popular maps -- to get a better grasp of what makes a netmap a little better.


  • Currently 1/5 Stars.

Still more Dave demo

RyokoTK on Aug 5th 2010, Version v0.1

It's not Tim's fault this entire upload sucks.


  • Currently 1/5 Stars.

cheater Cheats.lua

RyokoTK on Jul 18th 2010, Version 1.0

Another Dimension isn't that hard, cheater.

Edit: I echo treellama's complaints.


  • Currently 5/5 Stars.

25 Aye Mak Sicur Marathon: W'rkncacnter

RyokoTK on Apr 1st 2010, Version 1.0

...is only boring to play if you're a STUPID SCANDINAVIAN like some people.

CLIQUE seems to be mostly dedicated to putting joke uploads on simplici7y nowadays but, as far as they go, at least Aye Mak Sicur is a fun level to play.


  • Currently 5/5 Stars.

Almost too detailed [M] Harmonium

RyokoTK on Jan 30th 2010, Version 1.0

Looks remarkable, especially for a first map, but I think the map is too geometrically complex for its size; slowdown should always be avoided whenever possible, and some of the details could be pared away for performance. (The best place for this is that candy-cane step in the big side room, which I think is pretty ugly anyway.) Still, the minute details in some places are really appreciated.

The layout itself is fine, but I think it tends too much toward hallways rather than rooms, which leads to an excess of suicides when there are as many rockets as there are on this map.

A word of caution for the future: more polygons do not make a map better. It's better to have a visually simple map that plays well than all the bells and whistles but either doesn't run smoothly or has various flow issues. In this case, slowdown is a problem.

The map itself certainly shows competence and a keen eye for details, and it'll just take practice to hash out the smaller stuff. I'd give this a 4.5 but I'll give you the benefit of the doubt. (Plus you can't do half points anyway.)


  • Currently 4/5 Stars.

Getting there [XL] Psychomanteus

RyokoTK on Jan 23rd 2010, Version 1.1

Two things remain:

  1. Still needs more ammo; it's particularly hard to find because the map is so spacious.
  2. Research MML to fix that water fader!

You're just about there. This is a fun map, it just needs that final push.


  • Currently 5/5 Stars.

Recommendable! Minipax

RyokoTK on Jan 21st 2010, Version 2

The two new maps bring this pack from "good" to "excellent."

The only thing I'd change is to add a small amount of rockets to "Time;" with all that space they'd be balanced fairly well with the other guns I think.

How many more maps will there be before this becomes Maxipax?


  • Currently 5/5 Stars.

This script ruins COLORSPEACK Make Somebody Pay

RyokoTK on Jan 17th 2010, Version 1.0

Suck it down.


  • Currently 3/5 Stars.

Surprisingly fun [XL] Psychomanteus

RyokoTK on Dec 31st 2009, Version 1.0

The idea isn't new but it's executed rather well. Having the player move as quickly as he does with the physics helps out greatly.

Some issues:

  1. Basically the only weapons worth using are the SMG/shotguns; when you can fly, the grenades and rockets are entirely non-threatening. But...
  2. There isn't nearly enough ammo for anything on this map. It's a huge map, but with myself and $lave we had trouble finding ammo. This is not good. I would also have some ammo floating around since no one will actually be walking on the ground normally. I think the problem lies in the item respawn rate, so I direct you here: http://www.pfhorums.com/index.php?showtopic=2403
  3. The texturing is generally okay, but you greatly overdid the flickering lights. Static lights are quite fine. Generally speaking, the contrast is fine, so I would just get rid of most of your flashing and flickering lights; they're very annoying. Also, in one particular area you use the same light panel texture on almost every wall, which is really annoying.
  4. This level is absolutely enormous and most of the side rooms are completely extraneous. In addition to its size, the multiple pits and the messed-up radar make it very difficult to find someone who's hiding. Uncheck the Magnetic radar setting.
  5. Getting rid of that water fader is really important. I would embed mml to remove the fader entirely. On that note, merge in the physics, because the level is absolutely dependent on them.

This is a pretty tired idea but probably the best execution of it I've seen; it's just rough around the edges. Fix these listed problems and you would have a solid map.


  • Currently 1/5 Stars.

Common sense? Under Veil of Night

RyokoTK on Dec 30th 2009, Version v1.0

  1. I'm going to complain about how dark it is. I'm aware that that's the point. It's a stupid point. Not being able to see is the easiest way to make a bad level.

  2. If you're going to alter an existing map, you should at least have the decency to alter a good one. That said, I'm impressed at how much worse you managed to make an already poor map.

  3. What could drive someone to think "well I'm too lazy to make my own map why don't I just completely butcher this existing map in 15 minutes and publish it hurfadurfa" because that's ridiculous, make your own maps next time.

I mean, you didn't even do a good job.


  • Currently 5/5 Stars.

Recommendable! Ill Descent

RyokoTK on Oct 19th 2009, Version 1.0

And not just for the novelty of the snow effect; this is a genuinely good map.


  • Currently 3/5 Stars.

A slow starter. Winter I - The Venom

RyokoTK on May 27th 2009, Version 1.0

This is a scenario that's very difficult to get going. The first couple levels are frustrating and annoying, but once you get past them the game gets a lot better.

Visually, the game is pretty good. The architecture on Wishbone, Faktree, and Seven Times Unlocked is quite excellent, with appropriate use of fog.

The first level, Flushed, looks very nice but has an irritating start, putting you against monsters before you get any gun or health (the level is Rebellion). The second level, Goo Lagoon, would be very frustrating on Total Carnage because there's virtually no ammo.

The scenario shines on levels 4-6, with good gameplay and architecture. Seven Times Unlocked (level 5) especially is probably the game's best level, but Faktree (level 6) has a very clever layout that really impressed me as I continued to explore. Wishbone (4) was also a good level, but on the short and simple side.

Unfortunately, the version packaged here has a glitch and the terminal at the end of Faktree doesn't teleport the player out. I didn't feel like starting over, and level 7 doesn't start the player with any guns, so I didn't bother with it.

Overall it could, and should, be a lot better.


  • Currently 2/5 Stars.

Fix it. Clairvoyant Disease

RyokoTK on Nov 10th 2008, Version 0.5

There are a handful of problems consistent with all four maps:

  • Not nearly enough spawn points. Every map should have a minimum of 8, no matter how big it is. Spawn-camping and spawn-killing were simply too frequent, and not even intentionally -- in a 5-player game we were spawning on top of each other on all of the maps.

  • Generally poor weapon balance. It's a bad idea to only have one rocket launcher on the map, and a worse idea to have a ton of ammo for it at the same time! It lets one person hoard the good weapons and perpetually control the map. The problem was consistent with the rockets on all of the maps, and the shotguns as well on at least two of them.

  • Not enough weapons near the spawns, or at least weapons worth anything. An assault rifle with no grenades is not helpful when one player has all the rockets and is spawn-camping at the same time -- see the above two bullet points. Similarly, for each weapon, put some ammo next to the weapon.

These problems make the maps virtually unplayable to any serious degree. Rinse the Valve is the best map, and I would put it at "decent" on a good day. The good news is that these problems are mostly fixable while retaining the maps.

Visually, the maps are good enough. Some differential shading is necessary, but the minor details (especially on M.I.A.) are appreciated. Flow-wise, the maps also could use some help, but generally they aren't horrible, except on M.I.A. where there is a major dead-end that led to many kills for the aforementioned rocket guy.

Fix these problems, then we'll talk. In the meantime, this pack can get no better than two stars from me.


  • Currently 4/5 Stars.

Probably a 4.5 Cosmic Clouds

RyokoTK on Nov 7th 2008, Version 2.1

As a mapper, Slave is really taking some considerable strides in technical ability, but has some problems with diversity; in short, many of his maps feel similar to each other and few of them are especially compelling on their own. When put in a pack together, the sameness of many of these maps becomes a big problem in choosing a map to play.

I find that stylistically the same sets of architectural elements find themselves present in almost all of his maps, which isn't necessarily bad (I am guilty of the same thing) but when they are as prevalent as they are in some maps here, they become less of a convincing motif and more closely resemble a lack of creativity. I think Ascent, Concentration Moon, and Firefly are basically the same map, for example; different texture sets, sure, but the weapon choices and general flow are very similar (and I still think Ascent is the best). Rainfall, In Limbo, and Deep Blue Day are also remarkably similar, or at least to me.

I think the problem is that most maps here are less a collection of rooms and more a collection of corridors and passageways. In my experience, rooms are both more fun to play in and more compelling as a composition. In that sense, Leek Hills, Riki Tiki Tavi, Ascent, and Tiger Mountain are some of the best maps in the pack. Tiger Mountain and Leek Hills especially provide a great balance between big, interesting main spaces, and functional secondary corridors and spaces that make the maps especially successful, whereas maps like Endless Night and Airbag are less memorable or interesting.

Other maps have problems with height changes that are both too dramatic and too drastic to really work well for this game. There's nothing specifically wrong with big heights and a dynamic use of them, but it can reach the point where the flow is so stilted, and too focused on going up and down, that it interrupts the gameplay. Airbag, Cloud of Eiderdown, and Ocean of Noise all have this problem to a severe extent. Maps that use height changes well are Rainfall and Deep Blue Day; in these cases, higher and lower elevations still interact well both by themselves and with each other, and the focus of flow is still more horizontal than vertical.

I think a constructive mapping exercise for Slave is to make a few maps that are simpler and focus on big issues rather than small ones. Cosmic Clouds still lacks a traditional arena, which is okay, but I believe that making an arena is an easy, fun, and productive exercise; successful arenas put all of the player focus on straightforward combat, which is something that is lost in the shuffle to some extent currently in this pack. Good arena maps are enjoyable and memorable. Making more maps that focus on one or two main rooms, with less focus on corridors, side spaces, ledges, and so on, would also probably be constructive. Riki Tiki Tavi is one such map, and one of the most flexible and most fun. Over Fire Island is a case where a good main space is tarnished by having too much cruft in the upper levels, which are so high they're detached from the main flow.

To me, the best maps are Ascent, Leek Hills, Tiger Mountain, and Riki Tiki Tavi. That is not, however, an invitation to make more maps like them. It would be better to take some of the metaphorical ideas that make them successful -- big spaces, smooth flow, memorable design -- and employ them in new maps.

And make less water maps. Take a look at the screenshots posted here -- five of them look like they could be the same map. I would like to see more maps that used Jjaro and Lava, especially. Different texture sets would encourage different architectural quirks and styles, which I think would be a good exercise.

I would like to give this pack a 4.5 -- it really is almost there, but it falls only a little short of being excellent material.


  • Currently 4/5 Stars.

Werefrog is not in this pack. Don't download it. Ein Heldenleben

RyokoTK on Oct 29th 2008, Version 1.0

These are good maps and the pack is a promising start. While none of them are especially strong, they are fun and enjoyable maps with no noticeable flaws. I would happily play on any of them, but I probably wouldn't specifically request any of them.

The concept is interesting and, from what I remember of the source material, the adaptations are generally good. Treellama does a good job of balancing faithfulness to the original map while making the necessary adaptions when stepping down to a simpler engine.

Aesthetically, these maps are the best TL has to offer. Egyptian Temple looks great for what it is; this map is a shining example of how differential shading is absolutely necessary when the texturing is simpler. Velora Pass's texturing is horrible -- the obvious byproduct of the two sets used together -- but architecturally the map is ooverflowing with small details that really contribute to a good overall aesthetic, and the lighting is exceptional. Zora's Domain is a good mesh of good texturing and good architecture, and is an unusually vertically-oriented map for the arboreal camelid.

Overall, a good pack, but one that needs to find one or two real winners.


  • Currently 2/5 Stars.

Well I'm giving it a 5. Munitions Disposal.lua

RyokoTK on Oct 21st 2008, Version 1.0

You guys are jerks. Ray worked very hard on this.


  • Currently 4/5 Stars.

Are you blind chinkeeyong? CARNAGE VILA 46! README

RyokoTK on Oct 14th 2008, Version 2.0

It's clearly by RKYOKOTK. It says so right in the description.


  • Currently 1/5 Stars.

treellama is reported for abuse MapDamager Lua

RyokoTK on Aug 22nd 2008, Version .2 != .20

stop review-spamming or i will tell appleswitch


  • Currently 1/5 Stars.

shadowbreaker MapDamager Lua

RyokoTK on Aug 15th 2008, Version .2 != .20

some of these maps aren't like

...u no -- or do u?


  • Currently 4/5 Stars.

More! Cosmic Clouds

RyokoTK on Aug 1st 2008, Version 1.3

I first reviewed 1.0.0... and since then, more maps have been added, but the overall quality has not improved much, so to me this pack still remains a 4.

Ascent still remains my favorite map. Of the new maps (since 1.0), though, Leek Hills is the most visually impressive -- Slave definitely shows a mastery of the Water textures in some of these maps.

Most of the new maps are good enough to keep me wanting more (except for Sky Saw, no more of that), and the quality of the pack overall is certainly rising. With a little more care, and a bit more diversity, this pack would be true quality.


  • Currently 3/5 Stars.

Needs work The Warehouse

RyokoTK on Aug 1st 2008, Version 2.0

This is a pack that shows promise, but needs a lot of work and refinement. There are a couple maps that are almost there, and are certainly playable, but overall a lot of work needs to be done.

Common problems include:

  • Too much diversity in weapon choices, which leads to not enough ammo or guns for any of them and too many useless ones.
  • Lighting is generally flat (except for Imperial Uranus); more contrast is needed overall.
  • Texturing needs work but is decent.
  • A noticeable penchant for big, empty rooms -- which is ok, but boring. These need to be spiced up.
  • Deceptive level size markers (Imperial Uranus is much smaller than Docking Bay 4).

Some specific level notes:

  • The 1x recharger on Avoiding the Light is unnecessary.
  • Waterloo Carnage is probably my favorite, but it needs at least 3x as much ammo.
  • Imperial Uranus is also good, it just needs more gun spawns. The extra textures are unnecessary and don't mesh well.

Waterloo Carnage and Imperial Uranus especially show growth, and they could form the beginnings of a solid, high-quality pack.


  • Currently 5/5 Stars.

An absolute must-have Visual Mode.lua

RyokoTK on Jul 12th 2008, Version 2.0

After 15 minutes I was sold. The script does what it says on the tin, and it does an extremely good job of replicating Forge's abilities whenever possible, and exceeding them whenever capable.

There are a few obvious problems, but it's less a fault of the script and more just an engine limitation. The controls are sub-par, but the HUD does a good job of clarifying what does what. There are a few minor differences in functionality between this and Forge's visual mode, but nothing that breaks the bank. The only key problem I have is that, currently, yaw and pitch aren't locked when aligning textures, meaning that if you want to align a texture on a wall you can't do so without simultaneously looking around. Adding control panels is a little bit sticky, but workable. There are a couple other personal preferences but they don't really detract from the script.

Overall, this is an outstanding utility that very nearly renders Forge's visual mode obsolete, and I heartily recommend it for anyone -- especially for mappers who tend to have visually complex maps that crash Forge.


  • Currently 4/5 Stars.

Absolutely Terrible Cosmic Clouds

RyokoTK on Mar 24th 2008, Version 1.0.0

Actually, this is pretty good stuff, showing a huge step up from the previous two packs. Ascent is extremely well-done; it looks amazing. Riki Tiki Tavi is a really fun map as well. A previous comment on how it's too large to be playable is, in my experience, incorrect; a group of 6 worked quite well, which is what I would expect out of an XL map.

The use of All Shapes on the two largest maps is spotty and imprecise; I think they would have worked better without the Juice augmentation.

I like that there's a lot more ammo, and the lighting and shading has seen a huge boost. If all of the maps were like Ascent, this would have been the easiest 5 I have ever given. Unfortunately, the consistency isn't there yet, and the weaker links detract too much from this little pack.


  • Currently 3/5 Stars.

A good start. Cranch Wire Sunday

RyokoTK on Jan 8th 2008, Version 1.0

Two things:

  • All of these maps need more guns, without exception.
  • The architecture between each level is fairly repetitive, with no real differences between them.

Some of them do actually look nice, and although there are some real oddities with flow in some places, this pack actually has several near-winners. They just need some fine-tuning.


  • Currently 5/5 Stars.

A success! Co-Op

RyokoTK on Nov 8th 2007, Version 1.0

This really does make co-op so much better; what was once an annoyance is now genuinely fun!


  • Currently 5/5 Stars.

Hot and fresh! Pop'ems (aka Popems)

RyokoTK on Sep 27th 2007, Version 1.0

Seeing as three of these are contest entries into my contest -- all of which received very positive scores, too -- I'd say that's enough to sell this pack. It's even better than Quick Six! Good stuff.


  • Currently 4/5 Stars.

Hard to resist. Sovereignty

RyokoTK on Jul 29th 2007, Version v1.1

This pack has very few (arguably no) flaws in it. All of the maps have their own qualities that make them fun to play, and I don't regret playing on any of them.

However, at the same time, there's nothing truly original in this pack. It doesn't explore any new tricks, in my opinion, but it does what's been done before very well. Which isn't bad at all, really. I'd just like to see a little more creativity.


  • Currently 4/5 Stars.

Good stuff overall! Revel

RyokoTK on Jul 29th 2007, Version 3.2

Some of these maps seem unpolished, or have other flaws (like simply being too effing huge); on the other hand, some of these maps are fantastic, and the architecture and geometry overall is fantastic, if not overwhelming. A must-have just for the cool visuals alone, but a keeper for some solid maps.


  • Currently 5/5 Stars.

This is a title. JUICE

RyokoTK on Jun 8th 2007, Version 1.1

JUICE does a lot of really useful things that are nice to have on call at a random time. It's not really something I rely on -- yet -- but it's nice to know that, oh, I need to replace all of X with Y... and JUICE is there. Or I have a bunch of floating objects... but JUICE can fix all of those.

It's a great tool to have.


  • Currently 5/5 Stars.

This is a title. JUICE

RyokoTK on Jun 8th 2007, Version 1.1

JUICE does a lot of really useful things that are nice to have on call at a random time. It's not really something I rely on -- yet -- but it's nice to know that, oh, I need to replace all of X with Y... and JUICE is there. Or I have a bunch of floating objects... but JUICE can fix all of those.

It's a great tool to have.


  • Currently 5/5 Stars.

A novel idea CTF Castle Carnage

RyokoTK on Jun 4th 2007, Version 2.1

A novel idea, but not one that was executed very well. The original map wasn't very good, and this one isn't either. The hallways are cramped, the way to the flags is too confusing, and the main arena is uncomfortable and has untextured sides. An all-around mess.


  • Currently 2/5 Stars.

A novel idea CTF Castle Carnage

RyokoTK on Jun 4th 2007, Version 2.1

A novel idea, but not one that was executed very well. The original map wasn't very good, and this one isn't either. The hallways are cramped, the way to the flags is too confusing, and the main arena is uncomfortable and has untextured sides. An all-around mess.


  • Currently 5/5 Stars.

4 good maps, 10 bad ones. Coriolis Loop

RyokoTK on Jun 2nd 2007, Version 1.0000000000000001

Coriolis doesn't deserve the lofty status it has anymore. There are packs out there that are flat-out better. Not to say that the good maps aren't quite good -- they are -- but overall the quality is lacking.


  • Currently 3/5 Stars.

4 good maps, 10 bad ones. Coriolis Loop

RyokoTK on Jun 2nd 2007, Version 1.0000000000000001

Coriolis doesn't deserve the lofty status it has anymore. There are packs out there that are flat-out better. Not to say that the good maps aren't quite good -- they are -- but overall the quality is lacking.