This is my
Glass compo entry. Don't ask me where I got such a strange idea for this...
Anyway, the story goes like this:
You are Gordon Freeman, a scientist on a spacecraft studying life-forms and their adaptions to the environment they live in. All hell has broken loose; a zombie escaped from its enclosure and released all his other fellow zombies, starting a rampage of wild zombies and other monsters roaming around the spacecraft. You must reach safety at the brother spacecraft parked on the planet Agamemnon Icarus Glass, a planet made entirely of glass, which is also inhabited with m
stupid school...
And I forgot to mention to have a little look at the only custom texture in the map, which is of course the sign (which is in the screenie). You can't read it in the screenie, so when you're in game, have a look at it. I decided to add a bit of humour in there :D. In case you can't find it, its at the very start of the glass part.
Yeah, so comment and RATE! Although, don't rate without commenting because that would be unfair wouldn't it :D.
Sadly I can't download it... it would probably freeze up while I'm downloading it (I have a crappy dial-up, so anything above 500kb usually freezes up)
Basically this is nothing more than Serious Sam on a glass planet.
If you make this kind of terrain, you must pay much attention to good clipping. It's annoying to get stuck every 10 meters.
I would have wished for some more interactivity.
The indoor design is much more interesting than the outside.
All in all:
+ Brushwork
- Entitywork
- Clipping
Three stars.
@Coolfat: Not the entire ground, but whilst you are in that planet, yes, the whole ground is made of glass.
More Ratings if you can...
The planet levels looked, well, bad, and movability often was a real pain. Combat came down to just glocksniping, wich I personally do not find too challenging or entertaining.
The other parts however did look decent, although I feel you had a bit too much polygons for that level of detail. Some things just don't really get noticed (like the cammo netting at first?) so they shouldn't get too much polygons assigned.
Overall, I was not impressed by the maps themselves nor by the whole game experience, but the idea was somewhat funny.
3/5
The ammount of grunts, their placement, the whole map layout... it didn't gave me an interesting combat.
But it seems that's just me?
Trapt's Terrain
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aiglass_lab.bsp and _planet1.bsp
+ Really superb internal architecture at the start
+ Excellent VMing
- Not utterly glass-ish
- Managed to kill all but two of the end grunts without the fade and without cheating