[map] GMan Towers
Post Reply
Quote
Re: [map] GMan Towers
Posted by DAN200 on Thu Jan 1st at 12:00am 1970



This is a a discussion topic for the map "GMan Towers" by DAN200 which can be found here

Map description:

This is my first completed map for any mod, yet it managed to work its way into the full download of SvenCo-op 2.0final and above. Which is kinda cool really.



GMan Towers involves the players being betrayed by the mysterious GMan, and having to escape the building before being rescued. It features puzzles and grunt combat by the bucketload... probably.



The Download link points to SvenCoop.com

Map screenshots:

No images are available for: GMan Towers




Quote
Re: [map] GMan Towers
Posted by TheRealGame on Thu Jan 1st at 12:00am 1970


Ahhh, I remember this old map. <br>It was quite good actually.



Quote
Re: [map] GMan Towers
Posted by Dred_furst on Thu Jan 1st at 12:00am 1970


When I first got svencoop, this is the first map I ever played. It was my favourite map. It is still my favourite map... <br> <br>The map starts you off in a small office complex, which you are instantly directed towards an open room where you meet the gman. After a brief introduction, the security turrets pop down and the fun begins! Looks like the military have been pulled into eliminate the occupants of this office complex, and looks like you with them. <br> <br>You are battling to get topside out of the offices and labs in full black mesa style to secure your escape in any means possible. <br> <br>The physical layout of the map is brilliant! The game flows on, without the need of constant running through three miles of corridor to get into battle. Ingenious use of the environment open up new shortcuts to new areas like the teleporter that you meet at the early stages, that blows up, then later becomes active and the elevator that moves up a floor allowing your access to the shaft to get through the floors even faster. There is no single point where the map makes the players lost, as of the need to escape from the facility; the only way is up (no tfc pun intended). Doors are commonly locked and are in a state of lockdown that can be overcome by finding a way around and disabling security as you go. <br> <br>The lighting in the map is excellent as being dynamic as well as static, and reflects what is happening in the map. The teleporter, for instance, gives off an eerie green glow onto the surrounding walls, and the security lockdown is a lot more than just a sound, the lights reflect the state, with flashing red lights everywhere until you hit the switch. <br> <br>Other elements like the ending also make this a map that is worthy of 6 to 8 people and around half an hour to complete.<br /><br /><b>Verdict</b><br /><br />One of the better underplayed svencoop maps out there



Quote
Re: [map] GMan Towers
Posted by TheRealGame on Sun Jan 11th at 1:02am 2004


Ahhh, I remember this old map. <br>It was quite good actually.



Quote
Re: [map] GMan Towers
Posted by Dred_furst on Tue May 25th at 4:43pm 2004


Yea, i loved this, make us a sequel!



Quote
Re: [map] GMan Towers
Posted by G.Ballblue on Wed Jul 5th at 6:15am 2006


I certainly was not around for SC 2.0, but I have played this map a load of times on SC servers. It certainly looks like the 2.0 &quot;era&quot; I guess, and apart from the initial sequence being very buggy, it is one of the better SC maps out there.



Quote
Re: [map] GMan Towers
Posted by Dred_furst on Thu Jan 1st at 12:00am 1970


When I first got svencoop, this is the first map I ever played. It was my favourite map. It is still my favourite map... <br> <br>The map starts you off in a small office complex, which you are instantly directed towards an open room where you meet the gman. After a brief introduction, the security turrets pop down and the fun begins! Looks like the military have been pulled into eliminate the occupants of this office complex, and looks like you with them. <br> <br>You are battling to get topside out of the offices and labs in full black mesa style to secure your escape in any means possible. <br> <br>The physical layout of the map is brilliant! The game flows on, without the need of constant running through three miles of corridor to get into battle. Ingenious use of the environment open up new shortcuts to new areas like the teleporter that you meet at the early stages, that blows up, then later becomes active and the elevator that moves up a floor allowing your access to the shaft to get through the floors even faster. There is no single point where the map makes the players lost, as of the need to escape from the facility; the only way is up (no tfc pun intended). Doors are commonly locked and are in a state of lockdown that can be overcome by finding a way around and disabling security as you go. <br> <br>The lighting in the map is excellent as being dynamic as well as static, and reflects what is happening in the map. The teleporter, for instance, gives off an eerie green glow onto the surrounding walls, and the security lockdown is a lot more than just a sound, the lights reflect the state, with flashing red lights everywhere until you hit the switch. <br> <br>Other elements like the ending also make this a map that is worthy of 6 to 8 people and around half an hour to complete.

Design


Gameplay


Verdict
One of the better underplayed svencoop maps out there

Pros
Brilliant layout and plot

Design
Can get overcrowded





Post Reply