Commented 17 years ago2007-04-24 14:54:42 UTC
in vault item: Day 15Comment #14725
I give this a 3/5.
+Unique storyline (and weird :D) +Voice acting +Some good puzzles, it was fun when you figured them out though. +Good architecture. +It's launchable by the steam games menu. -No title on title screen? -No need for cursing, it happened when that one rebel was fighting zombies. -your saved games were left in the save game folder -Some static in the voices -Got tired of the maze gameplay, and always having to figure out stuff to move on. -Enemies were just clumped togethor. Especially (rediculously) when those 12 combines instantly appeared outside after you got that keycard in the building with the magnum inside it. -On 4th map the sprint power got disabled for me for some reason. -Architecture messed up on the building where you go into the water, and then those 2 fast zombies come up behind you. I'll make a screenshot of this architecture bug later.
This is WAY better than day 14, I'll give ya that! Day 14 was the worst of the Day Episodes though. If you fixed those cons then I would give a 5/5. I would rate this Day Episode a 2 and a half outta 3, but I'll just give a 3 because of the well-done effort :).
Commented 17 years ago2007-03-30 19:30:18 UTC
in vault item: MansionComment #14533
I think this deserves a 2/5. No offense :P.
Why? well....
Architecture gets a 4/5, pretty well-done. But the outside architecture it a bit blocky. I would give it a 5/5 if you put in some land in the background with a skybox cam.
Gameplay gets a 2/5 because theres no plot? Also the no water showing up gets on my nerves :P. The part where there is combine rollermines and you not having a gravity gun is kinda annoying. The worst part was it was TOO dark, having to almost always have a flashlight, and it was really annoying going down a tunnel with combine rollermines chasing you and fast zombies in front of you. There was too many combines and combine snipers in the beginning also, having only the shotgun and crowbar too. The only real kool thing to this was that scene where the part of the building falls and a headcrab cannister comes out through the ceiling crashing into the ground o.0 all while in slo-mo and a gray screen.
Proffessionalism (world entity placement, and overall bugs in the maps) gets a 3/5, it would get a 4/5 if the water worked, then a 5/5 if the gray went off after the scene with the headcrab cannister. Having gray throughout the rest of the level is annoying.
Gameplay and having no bugs and wrong things (proffessionalism in my words) are the most important things in maps. So overall, pretty much a 2.
Commented 17 years ago2007-01-17 20:06:16 UTC
in vault item: Airboat: SewersComment #14014
Really nice! Everything was sweet, but there could've been better choice of textures. Also a better ending :/. It really didn't make sense :P. Overall 4/5.
Commented 17 years ago2007-01-11 20:00:41 UTC
in vault item: Night Things ZeroComment #13971
Wow I just played it, nice use of path_corners for the camera at the beginning :D. I agree with alot of the other guys here, the architecture for the hills/mountains was crappy and rough and could've been smoother. Monster placements were very nice. The architecture and entities in the sewer and under the house was well done. The gman scared me :P. When you go through the trap door to the basement, you have a bit too much smoke, causing lag. The ending sucked rotten eggs :|...though pretty good putting a VCD (valve choreography file) in for the madman (Gregory). But how come the zombies didn't kill the madman?...Overall a 4/5. Well done. Any map made deserves a 3 or higher in my book.
+Unique storyline (and weird :D)
+Voice acting
+Some good puzzles, it was fun when you figured them out though.
+Good architecture.
+It's launchable by the steam games menu.
-No title on title screen?
-No need for cursing, it happened when that one rebel was fighting zombies.
-your saved games were left in the save game folder
-Some static in the voices
-Got tired of the maze gameplay, and always having to figure out stuff to move on.
-Enemies were just clumped togethor. Especially (rediculously) when those 12 combines instantly appeared outside after you got that keycard in the building with the magnum inside it.
-On 4th map the sprint power got disabled for me for some reason.
-Architecture messed up on the building where you go into the water, and then those 2 fast zombies come up behind you. I'll make a screenshot of this architecture bug later.
This is WAY better than day 14, I'll give ya that! Day 14 was the worst of the Day Episodes though. If you fixed those cons then I would give a 5/5. I would rate this Day Episode a 2 and a half outta 3, but I'll just give a 3 because of the well-done effort :).
Why? well....
Architecture gets a 4/5, pretty well-done. But the outside architecture it a bit blocky. I would give it a 5/5 if you put in some land in the background with a skybox cam.
Gameplay gets a 2/5 because theres no plot? Also the no water showing up gets on my nerves :P. The part where there is combine rollermines and you not having a gravity gun is kinda annoying. The worst part was it was TOO dark, having to almost always have a flashlight, and it was really annoying going down a tunnel with combine rollermines chasing you and fast zombies in front of you. There was too many combines and combine snipers in the beginning also, having only the shotgun and crowbar too. The only real kool thing to this was that scene where the part of the building falls and a headcrab cannister comes out through the ceiling crashing into the ground o.0 all while in slo-mo and a gray screen.
Proffessionalism (world entity placement, and overall bugs in the maps) gets a 3/5, it would get a 4/5 if the water worked, then a 5/5 if the gray went off after the scene with the headcrab cannister. Having gray throughout the rest of the level is annoying.
Gameplay and having no bugs and wrong things (proffessionalism in my words) are the most important things in maps. So overall, pretty much a 2.