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Game: Half-Life: Deathmatch
Added Sun Nov 28th 2004

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This map has a discussion topic which can be visited here

This map started off as a second map for the recent Snarkpit mapping contest, to give me a little break from my main entry...but this one ended up being my main entry as the other wasn't ready in time. It has a cartooney castle kinda theme, with subtle lighting and colours to add to the fairytale theme. It started off as a simple small arena but grew into the monster that it is now - with 4 storeys, as I was a little worried it was too small...but it's probably a tad too big now! Weapon placement was graciously and expertly done by ReNo to great effect smiley


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0 starsPosted by diablo on Sun Nov 28th 2004 at 3:34pm

This map would do great on team fortress.. anyway a great use of textures and skilled architecture makes this map a possible candidate to win the competition. Great work!
0 starsPosted by Cash Car Star on Sun Nov 28th 2004 at 3:34pm

*From my forum post* <br> <br>Great looking map clearly designed for playability. The soft tones of the textures and lighting complimented the fairy tale feeling of the map. R_speeds did not feel excessive to me. from a gameplay front, there are a few critiques I have. First off, the egon was well placed, being in a very dangerous location. The x-bow complimented this placement nicely because it is the only truly viable underwater weapon. I did, however, feel that the trap with the switch is mostly useless. It is impossible to tell what happens the first time you use the switch, although the general idea is surely picked up after successive tries. But! Players will rarely be able to gauge when to shut the gates, only if they are at the switch and hear the egon being picked up and that's it. So, I felt the trap set-up was non-intuitive; player activated traps are great, but the players must have knowledge of what they are doing and whether it will be effective (see undertow). The map was symmetric, which is generally a bleh I feel, but not a big issue in this map, being a castle where symmetry would be common. Weapon and item placement was good all around. I felt most of the battle areas were too flat though, only the upper RPG truly created an overlap of paths.
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