While perhaps not the prettiest map I've seen, this was a clever remake of Office Complex using Portal's mechanics. Some of the original's obstacles are smartly redesigned for Portal and some were not. It's also surprisingly lengthy, given the time frame for the competition. It's a shame, then, that nothing clever and distinctly
Portal-y was done with the freezer section, as you pretty much solve it the same way as in the original. Still, it was a novel take on the chapter well within the spirit of the competition. It's only really let down by some bland areas, where maybe, given more time, Dr Orange could have cooked up some more inventive Aperture-flavoured solutions. -Strider
A strange one from NineTnine! Seemingly based off the Power Struggle chapter of Blue Shift, but made for Opposing Force, it begins with you gearing up for some squad action. You quickly lose consciousness however, and dip into not one, but two, dream sequences. It plays every bit like a weird fever dream, and I'm usually all for that, but it's not particularly reminiscent of Power Struggle at all, sadly. It's also very short, and very rushed, with lots of clipping errors and z-fighting brushes sliding through walls. I applaud NineTnine for his imagination, but this one mostly just left me scratching my head! -Strider
This level deserves a special award for remaking a level in the most evasive way possible. It's a Snark Pit remake, though you couldn't tell by looking at it - it's a large, tropical island with two opposing, metallic fortresses, more reminiscent of a certain TFC map than the HLDM classic. So where does Snark Pit factor in? Beneath the island, connected by long, underground passages, is the radioactive basin room where you can find the Gluon.
That's it! It's a vibrant map (and I actually quite like the theme), but rather rough overall. It's a shame it sidesteps the whole purpose of the competition so casually. -Strider
Jessie submitted this
freaking enormous entry like it was no big deal. The recreation of the dam area from Surface Tension is breathtaking - I never get tired of the scene, no matter how many times I see it. In terms of gameplay, this map has a huge amount of open space which makes finding an opponent a chore at times. There's also a fairly large area below the water which almost always stays empty during the entire game, which could possibly be cut or altered to make the map a little smaller. The addition of the chopper, however, is inspired and adds a beautiful cherry to the top of this immaculate cake of a map. -Penguinboy
Another jaunt in the Black Mesa Hazard Course? Yes please! This is an incredible reimagining of an area that I'm sure we all know quite well, but expanded to include great use of vertical space for gameplay, and depth in the design and detail. Personally, I loved this map. But Penguinboy and Strider have strict rules about expressions of emotion, and made sure I was adequately punished for doing so. So, Tetsu0, you have my unending praise and the jar of tears that those two extracted from me after their vicious, brutal beatings. -Ant
You aren't going to mention the many hundreds (approximately) of times I blew you up with a satchel in the lift? -Strider
Ah, Urby. You talented, beautiful thing, you. You've somehow taken an HLDM map that I find utterly ordinary and turned into something mostly tolerable. Yes, this isn't my favourite HLDM map in the world, but the care and attention to detail in places elevates it to the status of 'painted turd that could almost certainly pass for haute couture'. I'm particularly fond of that beautiful green light emanating from the toxic goo, which had me pause to wonder how the hell you achieved it, and then had me explode in a shower of gibs after being grenaded by Strider. The prick. -Ant
DocRock chips in with a uniquely-styled remake of the iconic crossfire with this entry. DocRock's reimagining of the map is unique and truly represents the spirit of the competition we had in mind when judging the entries. DocRock's futuristic, sci-fi theme is very clearly presented, with some bold texture choices that blend nicely between lush, green grass and cold, concrete walls. The addition of teleports between areas result in a rather major change to the gameplay of the map (though perhaps a bit too much change for my liking). An excellent entry! -Penguinboy