Aquatos: Aqua Labs (Remake)

Half-Life: Deathmatch HLDM
Aquatos: Aqua Labs (Remake) by Suparsonik
Posted 6 years ago2011-07-17 05:39:14 UTC • Completed • Half-Life: Deathmatch
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Name
Aquatos: Aqua Labs (Remake)
By
Suparsonik Suparsonik
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP, BSP
Created
6 years ago2011-07-17 05:39:14 UTC
Updated
6 years ago2011-08-08 05:34:50 UTC
Views
3730
Downloads
688
Comments
27
Rating
5.00 (8)
Reviews
1
full star full star full star full star full star Download (Hosted Externally)

Map of the Month winner for July 2011!


** MOST BUGS HAVE BEEN FIXED (Let me know if there are more game-breaking errors!)**

The long awaited "Aquatos: Aqua Labs" update is finally here! Believe me, I wanted to release this baby really bad. I believe this thing supports up to about 20 or more players and also a ton of fun. It has it's bugs and quirks, but I'm really proud of it and I hope everyone likes it.

Also has the .rmf of the original version of "Aquatos: Aqua Labs" if anyone wants it. (Now includes Opposing Force version.)

27 Comments

Commented 6 years ago2011-07-17 08:18:13 UTC Comment #19357
It looks really good Joebama, good work.
Commented 6 years ago2011-07-17 08:33:44 UTC Comment #19358
Ambiance 6/10
Architecture 9/10
Looks 9/10
Realism 9/10

One thing I noticed is that the Lifts are accessible from three floors, yet they only stop at two of the three, if you want to get on at the second you would have to jump on a moving elevator :o

You went way over the top with the ambiance, the map looks great and all but I found the experience ruined by the constant really annoying sounds that are exactly the same in every single room.

The previous map I would have rated 4 stars, this one I would rate the same, but I will act under the impression that you would sort a problem like this out so I'll give it 5 stars.
Commented 6 years ago2011-07-17 12:27:34 UTC Comment #19359
Great map, the layout is excellent and has a huge environment to play in. Even if a bit big in size, it's definitely worth the download and your time. 5/5 for me.
Commented 6 years ago2011-07-17 18:25:14 UTC Comment #19360
I assume you'll be putting this on your server?
Commented 6 years ago2011-07-17 19:00:19 UTC Comment #19361
Once I make the Opposing Force version, yes.
Commented 6 years ago2011-07-18 01:20:48 UTC Comment #19362
The mountains look funny. I showed them to a second grader and he laughed.
Commented 6 years ago2011-07-18 01:41:56 UTC Comment #19363
Oh, so you showed it to your fellow classmate?
Commented 6 years ago2011-07-18 01:43:54 UTC Comment #19364
Dimbark, do you ever actually try out any maps? It seems like all you do is look at the worst part of a map and make the worst comment out of it as possible.
Commented 6 years ago2011-07-18 02:23:40 UTC Comment #19365
He just said he wanted comments.
I just wanted to be lazy.
So I commented. :D

its not like a rated it or anything

And Im going to the seventh grade next month.
Commented 6 years ago2011-07-18 06:14:27 UTC Comment #19366
Dimbark is so cool hes going to seventh grade and hangs out with second graders hahahahaha :D
Commented 6 years ago2011-07-18 07:01:20 UTC Comment #19367
Downloading! =)

btw, mediafire hosting is dreadful, perhaps consider here instead?
Commented 6 years ago2011-07-18 15:17:09 UTC Comment #19368
lol
Commented 6 years ago2011-07-18 23:36:52 UTC Comment #19369
Dimbark, why do you bother posting on Joebama's map? Isn't it easy to see that he...well doesn't like you?
Commented 6 years ago2011-07-19 03:24:57 UTC Comment #19370
And besides that, he doesn't even know how to review a map properly.
Commented 6 years ago2011-07-19 06:35:16 UTC Comment #19371
Although I only played it by myself, I really enjoyed this map.

Skals had a point with the ambiance, but it wasn't THAT bad.

The cliffs looked good for GoldSrc. I'm not gonna say great - the original game had better cliffs, but this was still pretty good.

I'm not sure how I feel about the texturing. I'm glad you didn't only use the originals, but I feel like it might've got, like the sound, a tiny bit repetitive.

I think this would've done well with some custom made signs, but that points back to the texturing. I got lost a few times.

Props: I loved them. I do think GoldSrc needs to see more of these, and it's not that hard. Yes, I know that they're from Decay, but it's still a lot better than nothing.

I can't judge the gameplay, because I only played it by myself, but, in theory, it was pretty good. Weapon placement seemed great...again, in theory.

Decal placement was great. Not much else I can say for that point

The lighting sometimes felt like fullbright, especially in that room with the elevator. Yes, that's a problem with me, but it could've easily been solved with using less more powerful lights in there. The sprites on every lightsource looked off, but I appreciate the effort you went to do it.

Last point: the Xen "pillars" and gasbag.mdls. They really felt out of place, but the floor of the water balanced that out.

All in all, great map.
Lighting: 8/10
Texturing: 9/10
Props: 10/10
Terrain: 9/10
Architecture: 10/10
Ambiance: 7/10
Gameplay (Again, in theory): 9.5/10
Commented 6 years ago2011-07-19 09:13:30 UTC Comment #19372
I showed my friend Mark(a fetus in the womb) Dimbark's comments and he laughed.

An amazing top to bottom refit of the original map. So breatakinly better than the original, it's not really the same map anymore!

here are some comments from a very quick run-through of the map. I'll try to play again soonish and give you a better review:

++SUPERB general mapping in all catagories
+good use of submodels in places
+very nice soundscaping
+Superb texture scheme
+some very nicely varied lighting in places
+wow, some really beautiful cooridors and layout in general. Great work!

+/-Lighting is great in some places and a little two consistent in others. Some better contrast in areas(brighter brights and darker darks)would really make some areas pop! =)

Nitpicks
-some cooridors are so bright they amost seem fullbright. If you want to keep them that way, i would recommend adding sprites or volumetric light(fade brush), to give these areas some more dimension.
-Some of the submodels you used are kinda ugly and don't match the quality/consistency of the rest of the level.
-"stuck point" by two examanation/lab tables where it looks like you can walk through but you can't. clicky-pic
-This water looks very strange

I couldn't figure out how to get outside to see the stuff depicted in the screenie, but i DID only play for a little while. We need to get this on a server! Maybe convert it to a cs deathmatch and get it on Archie's server?

Great map sir1 =)
***
Commented 6 years ago2011-07-19 12:43:52 UTC Comment #19373
Blame Rimrook for the cool layout btw.
Commented 6 years ago2011-07-20 00:14:53 UTC Comment #19376
Not bad, Joebama, not bad at all. You do seem to get better with every map you make, so that means all the good stuff is rubbing off onto you ;)

That aside, you've done quite alot to this map since your last one, the layout is much better and it really feels like a different map. I was glad you got rid of the swimming bit, but you replaced it with the outside area, which was dull and empty. The vent that was there made me think you could go in the vents, but you couldn't. This area should have been blocked off as it's just empty and goes nowhere.

The inside areas were great, not much to pick on there.

The upper area was pretty good, but it's very difficult to get out of the water. There was also a slight slipping problem in the floor when you walked along the right side after getting off the elevator. This area was pretty heavy on epolys but I was still getting 72fps, so no worries there.

Otherwise, it was a really good map. I'm proud of you Joe :)
Commented 6 years ago2011-07-24 20:43:33 UTC Comment #19380
Amazing map, really nice that you included the RMF, now i know how to make those holograms (in front of monitor).
Commented 6 years ago2011-07-27 02:02:43 UTC Comment #19388
In the area where there is the headless zombie and dissected headcrab you can get stuck if you jump into the fallen file cabinets.
Commented 6 years ago2011-07-29 08:35:31 UTC Comment #19392
I guess I should have mentioned the lighting as well, I completely forgot about it. If you want some great inspiration play half-life all the way through again. Every area in the underground facility is greatly lit, there are many tones like green from toxic or lights, blue lights, laser lights, a lot of red lights etc, not just the ordinary white lights.
Commented 6 years ago2011-07-31 02:32:36 UTC Comment #19400
Commented 6 years ago2011-08-12 19:33:52 UTC Comment #19410
Wow I must admit that the screenshot doesn't do this map justice. Pretty nice! I'm sure it would make for great gameplay. But I do agree with Dim on the terrain, its just so blocky and awful looking. You should consider smoothing it out a bit, I know its a pain in gold to do and thats why you probably didn't but with so much effort put towards the rest of the map I would think you would go the extra step to do so. Also, you gave the map the same name as the previous one. So this was meant to replace it?

Otherwise the hallways and interior area looked great. And the elevator shafts and stair well were awesome! Great job man, hope we can playtest it!
Commented 6 years ago2011-09-01 00:00:00 UTC Comment #32814
7.5/10
Architecture — 8.5
Texturing — 7.5
Ambience — 6.5
Lighting — 7.5
Gameplay — 7.5

Bottom Line:

A very competent deathmatch map with a few flaws. A bit like a scotch pie - it looks really tasty on the surface, but ends up being generally flavourless and you wouldn't want to know what went into making it.
Commented 6 years ago2011-09-01 16:49:12 UTC Comment #19427
User posted image
doubles get~
Commented 4 years ago2014-04-24 12:35:10 UTC Comment #20526
great image their joe i am impress
Commented 4 years ago2014-04-25 08:54:10 UTC Comment #20528
This is one of the most colorful and interesting maps I've seen in a while. Great job!

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