Single-player version of the Two Towers.
You've infiltrated the watch towers of a remote military outpost, but your cover has been blown. You have killed the commanding officer, but now you have to finish off the rest of the squad.
Watch out for raining grenades!
Enjoy, and try not to die.
- too easy
- no story
- no architecture(all of them are prefabs)
- monster placement sucks
+ at least its kinda fun
1/5
sory:(.Well actually this was a DM map not a SP but your museum lockdown sp map is better than this.
+Nice Gameplay
+Nice Architecture
+Layout was pretty cool
-HARD!!
overall.. a 4/5.
Now I understand it's hard to make combat interesting, but I also think a player doesn't neccesarily have to engage into combat immediatly. In games you often see a certain increase in difficulty. As the player gets more and different weapons, the combat also becomes harder and, hopefully, more interesting. I wouldn't advise you to use grunt enemies at the start immediatly, they're not the most easy ones, especially not at the start when the player is often still low on ammo (or experience?).
I'd also advise you to build things up throughout the level. Integrate the weapons into the gameplay. When the player has a shotgun, give him some opportunities for close combat. When he has the crossbow, let him do some sniping (but try to keep it challenging by not giving away all enemies, or making the snipe positions hard to get to or to stay at. Don't forget to reward a player after some hard fighting either...).
Also, a player doesn't always have to be in combat. Give him some breaks, a little puzzle in between, or just some exploring. Prevent the level from becoming boring so put in some things to keep him busy, or start building tension before the combat (wich can really raise your combat to higher levels, making it belong in the map). Gameplay is more than combat and puzzles alone, you know...
As for the environment, it'd be good to experiment with cover and the like. Don't give away too much of the map at first too, give the player something to explore. Ok, this is a small map and quickly made, but mind it for next maps. Players like to find new things, they often like secrets (fairly hidden ones ;)), the like it when they get rewarded after having done something hard. Otherwise you'll leave them unsatisfied...
I did, however, provide the player with grenades in the beginning of this map. My original intent is to use them to clear the grunts waiting downstairs and also throw it across to the top of the other tower to eliminate the grunts with the RPG ammos.
With a well-thrown grenade, I could usually wipe out both of the grunts in the neighboring tower using just one grenade. It takes some practice and skill to lob the grenade accurately, but that's the challenge and fun of it.
I only wished there had been a better ending. After killing everybody, being able to open the gate or something.
If you have HL2 already, play the map called sp_justice (http://twhl.co.za/mapvault_map.php?id=2719). I spent almost three months on building this map, and I put a lot more thought into it than this simple map you played. The gameplay for sp_justice is just as interesting, and strategy is essential for your survival.
In fact, I wrote an extensive walkthrough for Justice, and you'll like the ending better.
I also have a comprehensive walkthrough for "Escape".
Right?Captain P