[map] [HL1DM]Cillit_Bang
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Re: [map] [HL1DM]Cillit_Bang
Posted by KIIIA on Sat Apr 30th at 11:29pm 2005



This is a a discussion topic for the map "[HL1DM]Cillit_Bang" by KIIIA which can be found here

Map description:

Hello again, my newest finished project HLDM Cillit_Bang is my entry to the <A HREF="http://"http://www.thewall.de/forum/showtopic.php?threadid=46161&time=1114887104"" TARGET="_blank">ThW Oldskool HLDM Mappack.</A>

Before dissapointment will occur while watching the screens remember:
-Wpoly Limit of 500 !!! in the contest
-Only HL Standard Content was allowed
-At least it`s HL1

This mappack`s focus was clearly on the gameplay.Optical aspect didn`t matter.So i gonna tell a few things about the gameplay:
Map is designed after the "always walk" principle which means that there are no ending points.There is a main centered 2 layered arena, whose 2 stages are connected by 2 ways. Those 2 ways provide ammo, health and the strongest weapons, so they work as a rescue from the arena and a restock place.
Only small gameplay flowbreaker is the airstrike room.The airstrike room is accessable from 2 sides and the airstrike will happen 40 seconds after the button got activated, so there is enough time for you to kill the original activator and rescue yourself.Map is designed for about 4-8 players.

Map screenshots:

Screenshots for: [HL1DM]Cillit_Bang




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Re: [map] [HL1DM]Cillit_Bang
Posted by Orpheus on Sat Apr 30th at 11:35pm 2005


It looks like an endless hallway.. does it play very well? <br> <br>[edit] you had better zip this thing before someone bitches. many places cannot dload a .bsp



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Re: [map] [HL1DM]Cillit_Bang
Posted by habboi on Sun May 1st at 11:31am 2005


I can taste the Half Life ness of it smiley yum yum!



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Re: [map] [HL1DM]Cillit_Bang
Posted by Addicted to Morphine on Sun May 1st at 7:21pm 2005


I really like the lighting, texturing, and the architecture. Simple, yet interesting. However, I can't say the same about the layout. I want to second Orpheus' concerns about the game play. It looks like a figure 8 layout with out any real connectivity. Does it manage to play well despite the singular paths?




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