Map of the Month winner for July 2012!
This map is probably among the largest out there for HLDM, but it's open enough that even a game with a few people is still pretty fun. The map was designed for Rocket Crowbar originally, but plays great in HLDM and especially in Oz with a grappling hook. Connectivity was my focus with this map, so snipers will have to pay extreme attention to survive. The theme at work here is a large field with one superstructure, all contained in a surround of canvas walls. I consider this map to be my final work before moving on to HL2, and I also consider it to be my best. Enjoy.
4 stars imo
I played at an average of 40 fps (AMD 1800+, GeForce FX5600, 128MB, 384 MB RAM), so that's decent. Nice you've warned us before...
What are your specs and did you get any kind of details in the error message?
great lay out too
The level of detail, fluidity, sounds, textuing, layout and of course, architecture, are simply superb! This map gets "superb" for every area of mapping I'm aware of, except the sky! You did all this work only to use the old desert sky--yuck
It doesn't really matter though, I suppose, becuase this is easily one of the best maps I've ever seen for the half-life engine. This map makes me want to learn more about architectue and art, so I can properly appreciate/classify it!
Gameplay might be sketchy 'cause of the 2000 level wpolys, but considering the level of detail in this map, that's not really that bad imo.
I loved the ramps that take you through every area of this exquisite work, as weel the beautiful water in the courtyard, pillars, and tons of other structures I can't even identify!
Superb work.
5 Stars
things i really love about it:
ramps...
liquids....
flooring...
.......everything!!!
this is the best one yet!!!
i'm looking forward for your next map!!!
ooooooOOOHalf-Life_MasterOOOoooooo
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We tried it tonight with a nigh-full TWHLDM server (we were 7), and it was a lot of fun. Admittedly, you have to be quite a few to enjoy it... when the server was just me and Urby, we ran around for minutes without seeing each other.
Great job.
Amazing work, both gameplay and architecture-wise.
Urby recommended this map for our office LAN games, but the link is 404ing.
I'm being redirected to http://www.thewexionweb.com/host/carbaseus.zip
http://mserv.td.org.uit.no/cs_server/my_cstrike/maps/
Texturing — 9.5
Ambience — 9.5
Lighting — 9.5
Gameplay — 7
Exclusive Video Review:
"Back in 2004...holy shit! At that time, unique themes like this just didn't exist."
Bottom Line:
This is creativity unrestrained. Somehow achieved in one of the most restraining 3D engines in existence.Texturing — 8
Ambience — 7.5
Lighting — 9
Gameplay — 9
Carbaseus Review
Because the TWHL community ultimately failed at voting for July’s map of the month, the reviewing team decided that we just wouldn’t bother reviewing anything for the ungrateful fuckers. Then we had the idea of reviewing a classic map instead, if not just to stop idiots asking where July’s review was.Carbaseus was first uploaded to TWHL’s map vault in 2004 by a mysterious user known as K7. The description of the map states that although it was intended for the mod Rocket Crowbar, it’s pretty good fun in HLDM. K7 claims this to be his best work and a fitting end to mapping for GoldSource. Whether or not he did stay true to his word is unknown, since this is the only map he ever uploaded to TWHL and hasn’t been seen since.Well, I for one would like to say that that is a real damn shame, because this is probably the most entertaining map to play in HLDM ever. This map was featured on the once popular TWHL HLDM server and with 8 or more people was an absolute blast to play. When we sat down to review it, there were only 3 of us, and I still reckon that despite often not seeing another player for a good few minutes at a time, this map still manages to be an absolute joy to explore.Carbaseus appears to be latin for the work linen, despite the fact that there is a large amount of canvas in the map. Combined with the visible support brackets, pine panels and glass surfaces, this looks like the kind of thing you could buy flatpacked from Ikea, possible assembled by a drunk orangutan with tools made of ketchup. While on the surface the architecture seems fairly basic, when you take a second to really look at it you notice that everything looks structurally sound. The map is littered with support beams and railings and the canvas covers are held in place with little brackets. It’s a strange feeling looking at this bizarre mish-mash of materials, which at the same time feels very real.Texturing again, is something which appears to be very basic and even a little uncoordinated at a glance. Most of it looks as though it was just slapped on to the maps faces because it most likely was. However this strange slap-dash texture work does even more to complement the crazy brushwork seen throughout the map.The lighting is a little bit of a let down. There are some nice variations in areas such as the teleport room and the lower hallways, but overall the map sticks to sky lighting. While there are some interested darker areas because of this, a lot of the maps light just feels very standard. I can only imagine how much potential this map has for a night time version.Ambience is another element which is pulled off beautifully. You can hear the wind sweeping through the alcoves and over ledges in the main arena, while around the edges you can hear it slapping against the canvas outer walls. It’s a really nice effect and it’s something that more mappers should put more effort into.The gameplay is where Carbaseus really stands out, or at least, where it once did. This map has so much to offer in terms of gameplay. Not only is the main arena huge, encouraging simply massive battles with large groups of free for all players, its also perfect for sniping, quite unlike last month’s winning AWP based CSS map. However, the more players you pile into the game, the less likely a single crossbow user will dominate the battlefield, simply because there are so many angles of exposure from which they could get countersniped. Also, the players have access to many tunnels and passages which run below the main arena, meaning close quarter engagements and explosive traps are both likely occurrences. With fewer players however, the map can easily be controlled by the sniper, and considering the scarcity of HLDM servers with more than three or four players these days, Carbaseus, much like it’s creator, runs the risk of getting lost in the past.Texturing — 6.5
Ambience — 8.5
Lighting — 6.5
Gameplay — 9
Exclusive Video Review:
"It's kinda like an outdoor modern art gallery, more so after the walls are covered with guts."
Bottom Line:
In the end, I can see two dozens of people having awesome fun running around in Carbaseus.It makes me a little sad too to think that it's difficult now to find 32 person matches, because believe it or not I never got the chance to play this map myself after beta testing in a few 4-6 player servers.
By the way, I actually made 15 other finished maps and 5 playable betas, and I don't think I ever released any of them here. If you guys are interested, I can upload them to a temporary fileshare service if you guys can handle finding a more permanent place for them. 8 of them are included in the last release of the mod Rocket Crowbar 2 if you can find it, but the others have never seen a release at all. We've played them for years at LAN parties and they're pretty fun.