To quote the
author, "it's a facility of some sort." The thing that
sets this apart from other indoor dm maps is you can see
that there is a way out of the building, although you
can not get out. I do not play that many death match
maps my self so go ahead and laugh at me it I may seem
strange.Hugh did a very good job of using an
assortment of textures. There is no place in the level
where a certain texture is over used. There is a nice
variation of the standard Half-Life texture PAK.
Although there are some points in the level where it
could have used a bit more color, I have to say it was
very well done. I could only find one mis-aligned
texture.
Lighting in the map did not cause any problems. You
do not have light coming from an invisible lamp or
anything like that. Where ever a light entity was
placed, so was a over head fixture. The map used some water near some pipes. It seems
that this map could have used a few more extras. The
only other effect was steam coming out of vents. Adding
a few more things might help to set the mood of the map
a little better.
Weapon placement is well developed in the map. The
author did not put too many powerful weapons. The overall size of the map is quite small which
allows for some intense game play. It is about the size
of one of the smaller standard HLDM maps.
Overall this is a great map that creates a solid
death match. The only thing it really needed was some
more textures in spots and just to fix the one texture
problem.
BSP Name:
zeromancer
Mod Name: Half-Life Multiplayer (Death match)
Author: Hugh 'Hugh' Lloyd
Objective: Death match
Players: 2-16 Visuals:
7/10
Game play: 8/10
Technical: 7/10
Overall: 7.5/10
Screenshots




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