Check out the release thread for more screenshots, comments on the beta version and information about upcoming matches on this map.It's been far too many years since someone made a tribute map to the community, and after we had such a blast on the TWHL 1.6 Retro server, I was inspired to take a break from The Core and make this.
TWHL, an innocent enough looking business has just signed a US defence cargo deal. USMC equipment, including high explosives is now being handled and shipped by TWHL staff. An unnamed terrorist organisation has learned of this under the table deal and aims to destroy either the latest shipment of explosives or TWHL's server mainframe - crippling the company for years to come.
The terrorists were attempting to gain access to the loading bay when a TWHL receptionist by the name of Antanas Budvytis spotted them and alerted the authorities. It's now a race against time as the private security force employed by TWHL arrive on the scene.
Counter Terrorists: Prevent Terrorists from
bombing either the server room (B) or the shipment of explosives (A).
Terrorists: Basically the opposite.
I don't think I mentioned this during our play: the garage door is confusing. It appears to live its own life; it opens and closes when it wants to.
Maybe this is only me but I think there is a lot that can be done the optimize the map. Like, use textures instead av brushes to make details, use models instead of brushes. Do some VIS-blocking. This work is of course not so much fun though so I can see how you skipped it.
Nonetheless, stunning map and maybe it is still playable on a full server.
PS: There is spot in the slope with the truck and the road barricade where I get stuck at times. Some clipping problems that could be fixed with CLIP brushes on the ground perhaps.
The only thing i noticed that bugged me is you can hear footprints throughout the entire map(even when it was just me and potato, i could hear his footsteps the entire round).
Does that mean the map should be a little bigger? Thicker walls(LOL)
=)
The only other small glitch was the cubevan by the gate had an odd rotation some rounds. I'm sure this is a known issue but just in case..
Great work.
*****
Gameplay:
Playing as a terrorist was fun, but I couldn't help feeling that the map was unbalanced while playing as CT, as the same team who had won as T lost almost each round as CT. It felt as though T had more options to spread out at round start than what CT had. It was however fun either way.
I liked how the map forced you to go inside because if you stayed outside you would undoubtedly get shot by someone hidden inside where all the cover was.
I didn't like bombsite A, it was too hard to defuse, and it felt as though the terrorists had too much of a defence advantage. B was more balanced.
Also the invisible wall bug at T spawn ruined many flanking opportunities. Goldsource can be a bitch.
Visuals:
When I first saw the screenshots of this map I thought it was a Source map. It looks great, even though that truck at T spawn sometimes decides to defy gravity, an odd bug I must say.
I'm not great at reviewing visuals, I'm more of a gameplay guy, so I'll just say that I thought it was nice, and that's it. I especially liked walking around inside the server room (bombsite B) which was dark and perfect ambush territory.
I'll give this map a Weak 4. I thought about giving it a three, mostly because of the imbalance, but I do realise that balancing a map is really really hard and I also thought the visuals of the map lifted it to a 4. Good job Huntey!
Texturing — 9
Ambience — 8.5
Lighting — 8
Gameplay — 8
BOTTOM LINE:
It's a very good CS 1.6 map and is good fun to play with a few friends.Guess it could have used some more ambience but not totally necessary. Also some of the doors opened way too slowly and the double doors that opened individually should both be triggered by a trigger multiple on the floor so that they open at the same time in my opinion. It just causes unnecesarry delay.
For a small map you managed vertical gameplay. And I must again mention those textures looked astounding! Really gave a good feel to the old gold source.
I laughed at the cstriker magazine. And I loved shooting the monitors. Good job!
However, with some nade spamming through the window while everyone else tries to get in do help, though counter-nades usually does the trick against it anyway.
Nevertheless great work!
I have a sense of deja vu.
Updating the link bumped it to the front page