Commented 20 years ago2004-06-09 07:48:08 UTCComment #2257
Done very nicely, it shows you've thought it out very good. Plays well, balanced. Enemy placement was good, although I felt there were a bit too much different enemy's in such a short map. But since you haven't intended it as a story-driven map, it's not a real problem here.
You show potential, it's a great leap forward since your previous maps. You should really put some story in, your mapping deserves it.
Just a little thing, a bit more diversion in the lighting could make it more interesting. It's lit very well but some area's could have benefited from less lighting, to create a more tense mood. But still, very well done!
Commented 20 years ago2004-06-11 20:45:20 UTCComment #2278
How can you run out of ammo? you get a 50 round 9mm clip and have to fight 3 headcrabs and 2 slaves after you pick it up. 2 shots to kill each head crab. 6 ammo gone 3 shots to kill a slave 12 ammon gone plus handgun come with 17 rounds, so...you have to miss 55 times...wow.
Commented 20 years ago2004-06-12 05:16:49 UTCComment #2283
Not really miss, more like overkill, add-in some misc shooting of things and it'll polly add up nicly, but thank you for elaborating on how much ammo thier was...
Commented 18 years ago2006-01-20 02:29:10 UTCComment #10561
+Excellent brushwork and detailing!
I loved the many-sided pipes along the walls, and of ones in the floor with the blue lighting. Nice, original detail work on doors and just about every thing else in this one. The puddle(s) coming from the barrel is one of the most realistic I've encountered--actually round-shaped--, and nice live wires!
+Nice Triggers, ambients and sprites! +Nice easter egg behind the rubbish--which was also nice +Nice lighing and nice use of HL textures. +Good monsters and weapon placement.
-could do with a better story or premise, as I wasn't sure what was going on. -gameplay was fine, but could be improved, and maybe a little harder -I'm noticing a trend in your maps--lots of breakable boxes with nothing in them. Give us some MRE gibs or something
You show potential, it's a great leap forward since your previous maps. You should really put some story in, your mapping deserves it.
Just a little thing, a bit more diversion in the lighting could make it more interesting. It's lit very well but some area's could have benefited from less lighting, to create a more tense mood. But still, very well done!
+-Cons-+
- Few weapons and enemies
-+Pros+-
+ Really nice architecture
+ ... and texturing
+ ... and enemy placement
+ ... and layout
_ Summary _
A really wellmade map with some axxion innit.
Waiting eagerly for Part2
4star.
Few more weapons too.
6 ammo gone
3 shots to kill a slave
12 ammon gone
plus handgun come with 17 rounds, so...you have to miss 55 times...wow.
Oh yeah Part 2 is almost done
I loved the many-sided pipes along the walls, and of ones in the floor with the blue lighting. Nice, original detail work on doors and just about every thing else in this one. The puddle(s) coming from the barrel is one of the most realistic I've encountered--actually round-shaped--, and nice live wires!
+Nice Triggers, ambients and sprites!
+Nice easter egg behind the rubbish--which was also nice
+Nice lighing and nice use of HL textures.
+Good monsters and weapon placement.
-could do with a better story or premise, as I wasn't sure what was going on.
-gameplay was fine, but could be improved, and maybe a little harder
-I'm noticing a trend in your maps--lots of breakable boxes with nothing in them. Give us some MRE gibs or something
Beautiful detailing, Excellent work!
5 Stars