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Game: Half-Life 2: Deathmatch
Added Mon Jan 24th 2005
Updated Fri Apr 12th 2013

Map Description

This map has a discussion topic which can be visited here

This is a "Killbox" type map, but is made NOT to be an eye-sore. It's an HL2DM revision of my original BlastBox. I use this "template" to practice new mapping techniques and figure out the basics, so it is my first relaese under HL2DM.

This, to me, represents the bare minimum of what a Half-Life 2 Deathmatch map should be.


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0 starsPosted by Dark_Kilauea on Fri Apr 15th 2005 at 10:13pm

A Box... You can't get any lower, can you? <br> <br>At least it has stuff in it.
0 starsPosted by Yak_Fighter on Mon Jan 24th 2005 at 1:19am

If you've played one killbox you've pretty much played them all. They all have similar layouts, with a big open box filled with crates and weapons and various platforms up above that can usually be reached by ladder. Due to the open nature of a killbox the RPG is king, and the struggle over control of the RPG and the higher levels is the main focus of a match. The original killbox had a rough king of the hill-style gameplay to it that didn't work very well given the poor connectivity of the map, but at least it had something. I can tell you that almost no killbox has anything resembling good visuals, as they are usually fullbright and barely textured. <br> <br>This killbox is pretty much the opposite. There are attempts to make the map look acceptable, but it largely falls flat. There's an attempt to create the typical 'king of the killbox' game, but the weapon placement and size of the map largely makes that impossible. The original killbox was gigantic, so large that on the ground floor it was rather difficult to kill people from a distance with any weapon aside from the crossbow, pistol, 357, and tau cannon. You couldn't really judge distances and at least I found it impossible to use the RPG. While this was a reason why the map was dumb and ridiculous it had the hidden benefit of protecting players and giving a rudimentary type of cover when they were stuck on the floor. Combat usually occurred at distances that gave you a chance to duck and dodge your way to victory. This map is far too small for that, and it's so small that you will have little chance of surviving on the bottom floor for any length of time. <br> <br>The other problem is that the author outsmarted himself with the weapon placement. He has a decent setup going that would work great in a normal map, but here it just destroys the KOTH potential. There's RPG ammo and a camper-ready sniping point up on the top level, but the weapons are elsewhere on different levels down below. This would be smart in a real map, but here it doesn't work. I can't imagine anyone being able to get the RPG or crossbow, climb up to the rafters, and use the damn thing without getting cut down midway. The map is just too open and small. There's no reason to go up top (unless there were hidden weapons that I didn't see) when the best weapons are all below. Putting the RPG up there would have made the top much more desirable. Another oddity is that there are a bunch of weapons on top of tall crates and boxes that are very difficult or impossible to reach from the ground floor. I couldn't even get them with the grav gun. I guess the idea was that you'd have to climb up to the top to jump down and get them, which again is a good idea in theory and should be used in more complex maps as it forces player movement, but there's really no reason to jump down there into the fray when the pistol is good enough up top. Plus if you're going to bother risking a climb you might as well climb up one of the towers to get a crossbow or RPG... <br> <br>The visuals are a slight step up from the killbox norm considering that there are lights and textures, but there's not much more going for it. The textures are really overscaled on the walls, floor, and ceiling, while the various boxes and 'details' elsewhere have either misaligned, inappropriate, or stretched and scrunched textures. The author even used a handful of textures that were originally for HL1, and they really look out of place. Still, for as bad as it looks it is still better looking than most killboxes. <br> <br>What we have here is a killbox that looks better than most of its peers yet has even less gameplay potential. I don't know about you but if I were forced to choose I'd take the original killbox over this, and that is a scary thought. I'd actually prefer to join a different server. <br> <br>This map is a re-release, of all things, and I still don't know why any author who knows how to map and has had some good releases would re-release a killbox map for HL2DM. Usually a killbox is the style of an author's first map and once they get that out of their system they move on to better and more complex things. You'll have to ask him yourself, and I'm certain he'll type out plenty for you to read.<br /><br /><b>Verdict</b><br /><br />It's a good thing this wonderful map was ported over to HL2DM...
0 starsPosted by Yak_Fighter on Mon Jan 24th 2005 at 1:19am

If you've played one killbox you've pretty much played them all. They all have similar layouts, with a big open box filled with crates and weapons and various platforms up above that can usually be reached by ladder. Due to the open nature of a killbox the RPG is king, and the struggle over control of the RPG and the higher levels is the main focus of a match. The original killbox had a rough king of the hill-style gameplay to it that didn't work very well given the poor connectivity of the map, but at least it had something. I can tell you that almost no killbox has anything resembling good visuals, as they are usually fullbright and barely textured. <br> <br>This killbox is pretty much the opposite. There are attempts to make the map look acceptable, but it largely falls flat. There's an attempt to create the typical 'king of the killbox' game, but the weapon placement and size of the map largely makes that impossible. The original killbox was gigantic, so large that on the ground floor it was rather difficult to kill people from a distance with any weapon aside from the crossbow, pistol, 357, and tau cannon. You couldn't really judge distances and at least I found it impossible to use the RPG. While this was a reason why the map was dumb and ridiculous it had the hidden benefit of protecting players and giving a rudimentary type of cover when they were stuck on the floor. Combat usually occurred at distances that gave you a chance to duck and dodge your way to victory. This map is far too small for that, and it's so small that you will have little chance of surviving on the bottom floor for any length of time. <br> <br>The other problem is that the author outsmarted himself with the weapon placement. He has a decent setup going that would work great in a normal map, but here it just destroys the KOTH potential. There's RPG ammo and a camper-ready sniping point up on the top level, but the weapons are elsewhere on different levels down below. This would be smart in a real map, but here it doesn't work. I can't imagine anyone being able to get the RPG or crossbow, climb up to the rafters, and use the damn thing without getting cut down midway. The map is just too open and small. There's no reason to go up top (unless there were hidden weapons that I didn't see) when the best weapons are all below. Putting the RPG up there would have made the top much more desirable. Another oddity is that there are a bunch of weapons on top of tall crates and boxes that are very difficult or impossible to reach from the ground floor. I couldn't even get them with the grav gun. I guess the idea was that you'd have to climb up to the top to jump down and get them, which again is a good idea in theory and should be used in more complex maps as it forces player movement, but there's really no reason to jump down there into the fray when the pistol is good enough up top. Plus if you're going to bother risking a climb you might as well climb up one of the towers to get a crossbow or RPG... <br> <br>The visuals are a slight step up from the killbox norm considering that there are lights and textures, but there's not much more going for it. The textures are really overscaled on the walls, floor, and ceiling, while the various boxes and 'details' elsewhere have either misaligned, inappropriate, or stretched and scrunched textures. The author even used a handful of textures that were originally for HL1, and they really look out of place. Still, for as bad as it looks it is still better looking than most killboxes. <br> <br>What we have here is a killbox that looks better than most of its peers yet has even less gameplay potential. I don't know about you but if I were forced to choose I'd take the original killbox over this, and that is a scary thought. I'd actually prefer to join a different server. <br> <br>This map is a re-release, of all things, and I still don't know why any author who knows how to map and has had some good releases would re-release a killbox map for HL2DM. Usually a killbox is the style of an author's first map and once they get that out of their system they move on to better and more complex things. You'll have to ask him yourself, and I'm certain he'll type out plenty for you to read.

Design


Gameplay


Verdict
It's a good thing this wonderful map was ported over to HL2DM...

Pros
I haven't gone blind yet.

Design
It's a killbox, and a poor one at that.
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