Commented 11 years ago2013-01-30 18:22:50 UTCComment #20240
Your description makes me feel I should not be commenting.. but anyway..
I personally hate warehouse maps..so I was a bit skeptical at first but.. Surplus is actually quite good. It feels like it should have been a CS map at first sight. However, after every player spawns with a long_jump module, the map truly starts to shine.
Jumping from roof to roof, throwing grenades to people below... Giving eveyone a long_jump from at the start was a brilliant idea, if you didn't gameplay couldn't have been more boring in this container and crate filled map. Of course it is not entirely containers, crates. There is some lovely brushwork too, the truck looks really good. It feels like it doesn't belong there however.. The hl1 textures used on the truck look a bit weird when you are using better textures on the rest of the map.
Weapon placement is pretty good. The brushwork inside the buildings are satisfying, it doesn't distract the players.
The thing I disliked the most was probably the skybox. It felt like the map was floating? Perhaps, some high walls or rocks just outside the fence could have been a simple solution to eliminate that feeling.
I personally hate warehouse maps..so I was a bit skeptical at first but.. Surplus is actually quite good. It feels like it should have been a CS map at first sight. However, after every player spawns with a long_jump module, the map truly starts to shine.
Jumping from roof to roof, throwing grenades to people below...
Giving eveyone a long_jump from at the start was a brilliant idea, if you didn't gameplay couldn't have been more boring in this container and crate filled map. Of course it is not entirely containers, crates.
There is some lovely brushwork too, the truck looks really good. It feels like it doesn't belong there however.. The hl1 textures used on the truck look a bit weird when you are using better textures on the rest of the map.
Weapon placement is pretty good. The brushwork inside the buildings are satisfying, it doesn't distract the players.
The thing I disliked the most was probably the skybox. It felt like the map was floating? Perhaps, some high walls or rocks just outside the fence could have been a simple solution to eliminate that feeling.