* MOST BUGS HAVE BEEN FIXED (Let me know if there are more game-breaking errors!)
*The long awaited "Aquatos: Aqua Labs" update is finally here! Believe me, I wanted to release this baby really bad. I believe this thing supports up to about 20 or more players and also a ton of fun. It has it's bugs and quirks, but I'm really proud of it and I hope everyone likes it.
Also has the .rmf of the original version of "Aquatos: Aqua Labs" if anyone wants it. (Now includes Opposing Force version.)
Edit 2019: Updated the download link on this one too to be safe.
Architecture 9/10
Looks 9/10
Realism 9/10
One thing I noticed is that the Lifts are accessible from three floors, yet they only stop at two of the three, if you want to get on at the second you would have to jump on a moving elevator
You went way over the top with the ambiance, the map looks great and all but I found the experience ruined by the constant really annoying sounds that are exactly the same in every single room.
The previous map I would have rated 4 stars, this one I would rate the same, but I will act under the impression that you would sort a problem like this out so I'll give it 5 stars.
I just wanted to be lazy.
So I commented.
its not like a rated it or anything
And Im going to the seventh grade next month.
btw, mediafire hosting is dreadful, perhaps consider here instead?
Skals had a point with the ambiance, but it wasn't THAT bad.
The cliffs looked good for GoldSrc. I'm not gonna say great - the original game had better cliffs, but this was still pretty good.
I'm not sure how I feel about the texturing. I'm glad you didn't only use the originals, but I feel like it might've got, like the sound, a tiny bit repetitive.
I think this would've done well with some custom made signs, but that points back to the texturing. I got lost a few times.
Props: I loved them. I do think GoldSrc needs to see more of these, and it's not that hard. Yes, I know that they're from Decay, but it's still a lot better than nothing.
I can't judge the gameplay, because I only played it by myself, but, in theory, it was pretty good. Weapon placement seemed great...again, in theory.
Decal placement was great. Not much else I can say for that point
The lighting sometimes felt like fullbright, especially in that room with the elevator. Yes, that's a problem with me, but it could've easily been solved with using less more powerful lights in there. The sprites on every lightsource looked off, but I appreciate the effort you went to do it.
Last point: the Xen "pillars" and gasbag.mdls. They really felt out of place, but the floor of the water balanced that out.
All in all, great map.
Lighting: 8/10
Texturing: 9/10
Props: 10/10
Terrain: 9/10
Architecture: 10/10
Ambiance: 7/10
Gameplay (Again, in theory): 9.5/10
An amazing top to bottom refit of the original map. So breatakinly better than the original, it's not really the same map anymore!
here are some comments from a very quick run-through of the map. I'll try to play again soonish and give you a better review:
++SUPERB general mapping in all catagories
+good use of submodels in places
+very nice soundscaping
+Superb texture scheme
+some very nicely varied lighting in places
+wow, some really beautiful cooridors and layout in general. Great work!
+/-Lighting is great in some places and a little two consistent in others. Some better contrast in areas(brighter brights and darker darks)would really make some areas pop! =)
Nitpicks
-some cooridors are so bright they amost seem fullbright. If you want to keep them that way, i would recommend adding sprites or volumetric light(fade brush), to give these areas some more dimension.
-Some of the submodels you used are kinda ugly and don't match the quality/consistency of the rest of the level.
-"stuck point" by two examanation/lab tables where it looks like you can walk through but you can't. clicky-pic
-This water looks very strange
I couldn't figure out how to get outside to see the stuff depicted in the screenie, but i DID only play for a little while. We need to get this on a server! Maybe convert it to a cs deathmatch and get it on Archie's server?
Great map sir1 =)
*****
That aside, you've done quite alot to this map since your last one, the layout is much better and it really feels like a different map. I was glad you got rid of the swimming bit, but you replaced it with the outside area, which was dull and empty. The vent that was there made me think you could go in the vents, but you couldn't. This area should have been blocked off as it's just empty and goes nowhere.
The inside areas were great, not much to pick on there.
The upper area was pretty good, but it's very difficult to get out of the water. There was also a slight slipping problem in the floor when you walked along the right side after getting off the elevator. This area was pretty heavy on epolys but I was still getting 72fps, so no worries there.
Otherwise, it was a really good map. I'm proud of you Joe
Otherwise the hallways and interior area looked great. And the elevator shafts and stair well were awesome! Great job man, hope we can playtest it!
Texturing — 7.5
Ambience — 6.5
Lighting — 7.5
Gameplay — 7.5
Bottom Line:
A very competent deathmatch map with a few flaws. A bit like a scotch pie - it looks really tasty on the surface, but ends up being generally flavourless and you wouldn't want to know what went into making it.