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Comment History  (0 - 30 of 34)
Markoman_98
Markoman_98 - - 34 comments @ KF-WinterFarm

Gameplay: 8/10
Layout is decent with a nice balance between open areas and enclosed ones, would be nice if zeds couldn't jump over certain fences the player couldn't either, but maybe that's intentional. I like how it randomly throws in a single (at least 1 on Medium length) objective wave out of nowhere, It could've been optional (like in the Airship map where the zeds are limited despite the objective).

Presentation: 7/10
Nails the winter theme, too bad some of the signs are empty and some areas don't feel too convincing. Also the basement takes some of the immersion away even if the weapon showcase looks cool...

Overall score: 7.5/10 (8 on ModDB)

To see how this map did compared to others you can go here:

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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Dystopia2029

Gameplay: 9/10
Other than the street being a bit too open, it has a well balanced layout that is fun to play through. Also there's a wall exploitation that makes it hard for zeds to attack you (near the garden)... Nice collectibles and dosh zones.

Presentation: 9/10
For a cyberpunk ghetto it's pretty damn believable and convincing. The sky roads look more like a polygon from a model was infinitely stretched through the skybox.

Overall Score:9/10

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Dakhma

Gameplay: 8/10
Overall great layout, good variety in area shapes. Some few & small areas couldve been planed out better and it's a shame the teleporter is just one way, butt nice how it connects the opposite corners of the map. Curious to see how the finished map will play.

Presentation: 7/10
For a map still in development this looks great, cant wait to play it when it's finished, since due to being WIP it still has few errors.
(Don't have the teleporter exit remain an enlarged broken beach umbrella prop...)

Overall Score 7.5/10 (8 on ModDB)
(not bad for a map still being worked on)

To see how this map did compared to all the others you can see the full list of my reviews here:
Forums.tripwireinteractive.com

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-LakeEanor

Gameplay: 7/10
Decent layout with a very few bits being slightly uncomfortable to play through. OK collectible placement, very few of the dosh zones can be a pain.

Presentation: 7/10
Looks believable for the most part, more could've been done in certain areas. You can sink floating objects by shooting them - love that.

Overall Score: 7/10

To see how other maps did in the contest go here:
Forums.tripwireinteractive.com

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-CytologyLab

Gameplay: 9/10
Layout is diverse in shape, great for kiting zeds, amazingly balanced between being open and closed. The destructible environment is very well optimized, decent collectible placement. The destructible office rarely confuses zeds, but just a lil bit.

Presentation:: 9/10
Just a bit off from being as believable as an official map, some of the caged zeds placement almost makes me shoot them most of the time... almost. Woudl've been 8 if it wasn't for the destructibility.

Overall Score 9/10

If you want to see how this map did compared to all other maps submitted in the contest go here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-HuskeDodgeBall

Gameplay: 5/10
Fun idea, weapon could spawn every 30 sec rather than 1 min to improve the pace and give the player a chance to prevent the husk platforms from filling up.
Also exploit if you wait long enough before you ready up the weapons will spawn.

Presentation: 4/10
Visually the map gets the job done, but more could've been done.

Overall Score 4.5/10 (5 on ModDB)

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-ElAnexo

Gameplay: 7/10
Map has a few of useless empty areas that could be cut off, certain parts are a bit too open and overall the map feels a bit too large. OK collectible placement.

Presentation: 7/10
The place seems like a believable district, but it's emptiness tend to make it less convincing.

Overall Score: 7/10

To see how the map was reviewed or how it did compared to other maps you can go here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-ZedHarvest

Gameplay: 4/10
Layout wise, it's just an empty map, since the crop field only blocks vision. Although initially cool the gimmick wares off once EDARS and Husks blast you from across the fields. You could've placed a farmhouse or barn or a tree for shade or an area cleared out with a small hay-stack hill to climb on or just any form of an obstacle.

Presentation: 5/10
It does get the job done with it's theme, but it still feels empty and boring with nothing other than a center area and the maze alone.

Overall Score 4.5 (5 on ModDB)

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Biolapse

For a descent/holdout type of map it has great layouts, but a very few of them were just a bit too... crude (?) in layout. Considering the limitations of a descent/holdout map it's a bit hard to tell though and it makes up for most of the layouts being solid. (Also probably could've put a total of 20 collectibles rather than 10 but whatever.)

Presentation: 10/10
Looks like an official Horzine Lab themed map, custom made models fit the games art style amazingly. Also subtle meme easter eggs are neat.

Overall Score: 10/10

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Subduction

Gameplay: 10/10
Great layout balanced with open and tight areas. The verticality in an underground map can be hard to learn, but the combination of a hub area, maps and signs helps a lot for navigation. Collectibles could stand out a bit more (maybe put a goldfish more), but overall well hidden and good dosh zones.

Presentation: 10/10
Looks amazing, some areas look gorgeous and majority of areas are distinct.

Overall score: 10/10

If you want to see how I reviewed this map or how this map did compared to the others go here:
Forums.tripwireinteractive.com

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-TwistedStory

Gameplay: 10/10
It's always hard to judge descent/holdout maps because of their limitations, but I believe this map does a great job with it's layouts. Some segments could've been done slightly better, it's solid for the map type. The book portals in one of the segments don't feel too exploitative, decent collectibles.

Presentation: 10/10
Sweet Alice In Wonderland X KF2 mashup, the zed tea-party blew my mind.

Overall score 10/10

Good karma+2 votes
Markoman_98
Markoman_98 - - 34 comments @ KF-Desolation

Gameplay: 10/10
Layout is amazing, interactive shooting range is fun (best time 21 sec or so), good collectibles and I like the generator mechanic (like the one in Tragic Kingdom).

Presentation: 10/10
Looks like an official map, the 300+ custom made assets blend right in and look amazing.

Overall Score: 10/10

To see how this map got reviewed or how you did compared to others you can go here:
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Markoman_98
Markoman_98 - - 34 comments @ KF-Concrete_Halls

Gameplay: 7/10
Decent layout, but a bit crude/impractical in places.

Presentation: 6/10
Looks like hell (in a spectacular way), there's a bit of lore but it isn't pulled off that well, and some places seem a bit off, or even like they don't really belong in the map.

Overall Score: 6.5/10 (7 on ModDB)

To see how this map was reviewed or how you did compared to the others go here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-LyonDen

Gameplay: 7/10
Overall decent layouts, few smaller segments seem unnecessary.

Presentation: 8/10
Mostly believable town, few bits could have more thought put into them. Custom textures look good.

Overall score: 7.5/10 (8 on ModDB)

If interested to see how this map got reviewed or how it did compared to others it's in this post:

Forums.tripwireinteractive.com

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Distillery

Gameplay: 7/10
Most of the maps layout is decent, with effective traps, but just a very few areas can be annoying to play in.
Almost thought it was just a tiny map, because on medium & long wave lengths the first area doesn't open up after the first wave, which you should probably do in future progression maps.

Presentation: 7/10
The author intended for the map to feel like a tour through a distillery and he was successful in getting that feel. Some aspects of the map are just a bit too off to feel believable (as believable as KF2 can get that is).

Overall Score: 7/10

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Sealab

Gameplay: 10/10
Great layout, very spacious, but not too open. Traps are decent and layout is mostly easy to learn.

Presentation: 8/10
Looks great for the most part, but it feels a bit empty here and there despite already having some objects placed around...

Overall 9/10

If you care to see how this map was rated or how you did compared to the others go here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Mist

Gameplay: 7/10
Overall decent layout, nice use of verticality and i like the shortcuts. There are few tiny areas outdoor that should only be accesible by zeds tbh. Good traps, should have more than 10 collectibles.

Presentation: 8/10
Looks like a believable hotel, some areas could have more convincing detail to them and the mist and darkness is cool.

Overall Score: 7.5/10 (8 on ModDB)

To see how the map was rated or how you did compared to the others go here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Pit

Gameplay: 3/10
Too open, the fences aren't the best obstacles since you can only sometimes jump over them and zeds can fire projectiles over them. Dosh zones can be a pain to defend because the trees obscure your vision.

Presentation: 6/10
Looks very unique and i got to give extra credit for modeling and texturing almost everything. Also neat that you modeled the conept art from the kf2 trader woman and used that as the trader.

Overall score: 4.5/10 (5 on ModDB)

To see how the map was rated or how you did compared to the rest you can see here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-DownTown

Gameplay: 8/10
Layout is easy to learn, and traveling through the map is pretty fun. Some parts of the street feel a bit too open and could've used a few broken cars here & there.

Presentation: 8/10
Seems mostly believable, but the way some rooms... exist feels a bit off. I understand it was the way it is for the layout's sake, but some things could've been done better.

Overall Score: 8/10

To see how this map was reviewed or how you did compared to others go here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-finlandwinterland

Gameplay: 6/10
Mostly empty map, could have more obstacles. Dead end room in house isn't too fun. Open & easy to learn layout.

Presentation: 8/10
Fits the theme nicely, level boundary fences could be a bit taller to signify the boundary better.

Overall Score: 7/10

To see how this map was rated or how you did compared to the others go here:
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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Hospital

Gameplay: 8/10
Decent layout for a progression map, OK traps. Very rarely does an area feel too open or too narrow.

Presentation: 8/10
Very believable hospital, climbing & pushing through all the way to the roof wave by wave feels very satisfying.

Overall score: 8/10

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-PollutionIndustries

Gameplay: 8/10
Lots of verticality, cool traps (the saw doesn't really work) and decent open layout. Too bad the warehouse area feels too simple and a certain pair of stairs are a pain to climb. Interesting take on the collectibles and decent dosh zones.

Presentation: 8/10
Looks like a proper factory, but feels a bit empty in few places.

Overall score: 8/10

If you want to know how the map was rated or how you did compared to others go here:

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Markoman_98
Markoman_98 - - 34 comments @ KF-Subpen

Gameplay: 9/10
Great layout, easy to learn but not that simple. Traps are fun to use.

Presentation: 9/10
Sells the theme of a sub bunker, looks mostly convincing but in very few areas a little bit empty.

Overall score: 9/10

In case you're interested in how these maps were rated or how you did compared to others go here:

Forums.tripwireinteractive.com

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-stage

Gameplay: 6/10
Layout is crude, yet it's decently open but unbalanced between the locations of tight areas & the open ones. A few annoying dead ends.

Presentation: 5/10
It's recognizable what the building is, but not so much convincing.

Overall score 5.5/10 (6 on ModDB)

To see how this map was graded and how you did compared to the others go here:

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Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-Sanitarium

Gameplay: 10/10
Great layout with a good balance between open areas and tight corridors. I like that there are 3 entrances connecting the surface and underground throughout the map. Traps are solid (You could put Green-Red lights on the switches to indicate when their ready, especially for the traps after the flood). Good collectibles placement and decent dosh zones.

Presentation: 10/10
Nailed the Cthulhu theme, love the H.P. Lovecraft tribute and the cult shenanigans looks amazing.
(If i wasn't so keen on screenshotting Cthulhu I probably wouldn't have noticed he was just a Fleshpound with both the Mask of the Abyss and Bat Wings cosmetic, pretty clever)

Overall Score: 10/10
Should be added in the game.

If you want to see how this map was rated or how you did compared to others go here:
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Good karma+2 votes
Markoman_98
Markoman_98 - - 34 comments @ Meltdown

Gameplay: 5/10
Map is open, but a bit too big and there are some big empty areas that serve no purpose (inside on of the larger building there is this huge empty area with not even a shop, and no need to ever go down there). Should add obstacles in most of the outdoor areas and some indoors.

Presentation: 5/10
It does resembles a power-plant, but overall feels a bit... abstract. That may be because of a combination of too big areas being a bit too empty.

Certainly deserves attention, since it has a lot of potential.
Overall score: 5/10

Good karma+1 vote
Markoman_98
Markoman_98 - - 34 comments @ KF-SiloSeven

Gameplay: 10/10
It's so big the surface area and the underground area feel like 2 small maps, but it's because of how well they were connected it just works.Various open and tight areas fit almost any play-style, Dosh zones were great and decent collectibles.

Presentation: 10/10
Areas are well defined, the occasional desert storm isn't distracting, truly looks like an official map. Hits the theme of an abandoned silo found again.

Overall score: 10/10

Good karma+2 votes
Markoman_98
Markoman_98 - - 34 comments @ KF-ShadowZone_Remastered

Gameplay: 8/10
The layout is a bit complicated in places and can be kind off hard to learn. The entrance is needlessly long and there are a few dead spaces (areas I would probably never visit or even get forcefully pushed into by larger zeds). Dosh zones were alright, could place 5 or so more collectibles around. Nice challenging map

Presentation: 9/10
Very detailed, and very believable (exceptions for a very few areas that just need a bit more touched on). Some areas even looked gorgeous.

Overall Score 8.5/10 (9 on ModDB)

If you wanna know how the map was rated or how you did compared to others i made a list of all maps and their ratings here:
Forums.tripwireinteractive.com

Good karma+2 votes
Markoman_98
Markoman_98 - - 34 comments @ KF-HorzineManor

Gameplay: 4/10
Door open in ways where they block everything, layout is very crude, some of the individual room layouts just suck...

Presentation: 2/10
From the front yard you can see most of the bathroom, no curtains so your neighbors can see you butt naked from the front lawn, and you can see the "secret" bookcase from the front lawn too. Also why does a modern suburb layout consist of 18th century houses? Nothing looks very convincing and the camera in the beginning is fked...
Collectibles are funny tho, this part made me genuinely LOL
"/.../ MY BROTHER IS A TOTAL DORK HE GOT AN A+ IN EVERY CLASS i'm happy to get a C-. HE don't even vape bruh what a joke of a family i got! /.../"

Overall score: 3/10

If you wanna see how this map was rated or how you did compared to others in the contest go here:

Forums.tripwireinteractive.com

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Markoman_98
Markoman_98 - - 34 comments @ KF-BarrioMuerte

Gameplay: 6/10
Does interesting things with verticality in some segments, but overall is too open in most of the areas and feels way too big. Although the layout isn't too complicated, the huge size can make it hard to learn. Dosh zones seemed fine, OK collectibles.

Presentation: 5/10
Areas around the map are distinctive from each other, but at the cost of clashing themes - there's so many things going on and it seems there's no correlation between those themes... The various themes on your other map, Carillon Hamlet B1 go together a lot better.

Overall Score: 5.5/10 (6 on ModDB)

Good karma+1 vote