Posted by G.Ballblue on Mon Oct 25th 2004 at 8:26pm
Pretty good? s**t, this maps great, and I never knew that you made this map Mr. Arnold :P <br>I like how... <br>All your in game text has correct grammar/puncuation
Posted by G.Ballblue on Sun Jan 11th 2004 at 1:12am
I was pretty surprised to see that TheRealGame was the creator of the map Zero, one of the official Sven-Coop map -- he also happens to be a fairly hard boiled moderator at the Sven forums. But is the map any good? The answer is yes -- seeing as it is an official map, then that definetely means the map has worth to it. <br> <br>The map follows the traditional Half-Life textures and architecture. The first half of the map consists of "industrial tunnels" as I like to put it -- it looks a bit like the Quake2 brown theme. This half generally has some flat architecture; while all the textures that are used are used properly, it suffers due to the lack of any physical architecture. When there are some nice rooms, they look... well, really nice. Such as, even though all the tunnels are fairly empty, they have some nice round corners to satisfy you. The highest w_poly I encountered for this portion of the map was about 557, and no higher. The e_polys in this area were reasonable; I encountered no frame loss when confronted by the well timed, and well spread out, assortment of monsters in this part of the map. This was also the main puzzle/trap portion of the map. Even though the traps generally killed you instantly, they were noticeable, and well thought out. For instance, walking into a steam geyser, or falling into electrified water. <br> <br>The next main portion of the map has a "Questionable Ethics" lab theme. While this area, too, has some flat and empty rooms and hallways, all the textures are used properly. This part generally revolves around a large open reception room, and you unlock doors (and lower a couple of ladders) to gain access to completed parts of the map faster. r_speeds are reasonable, and so is monster flow. <br> <br>The one thing that shouldn't be overlooked in this portion of the map, are the three random events that can happen as you exit the reception room. While I won't spoil them, they get their own credit for adding some interesting (and rather humorous, if you like seeing teammates die
Posted by TheRealGame on Sun Jan 11th 2004 at 1:12am
This is a a discussion topic for the map "Zero" by TheRealGame which can be found here
Map description:
Well, this is my latest, and most successful map to date.
Why is this so? Well it's been officially included with the latest Svencoop version, 3.0.
The maps basically a black mesa themed map, but I've tried to make it more interesting by adding more puzzles and sequence and tried to move away from the constant killing of monsters idea. It features alot of random events as well.
So please try it out and rate it as well!
Map screenshots:
No images are available for: Zero
This is a a discussion topic for the map "Zero" by TheRealGame which can be found here
Map description:
Well, this is my latest, and most successful map to date.
Why is this so? Well it's been officially included with the latest Svencoop version, 3.0.
The maps basically a black mesa themed map, but I've tried to make it more interesting by adding more puzzles and sequence and tried to move away from the constant killing of monsters idea. It features alot of random events as well.
So please try it out and rate it as well!
Map screenshots:
No images are available for: Zero
Posted by G.Ballblue on Sun Jan 11th 2004 at 1:12am
I was pretty surprised to see that TheRealGame was the creator of the map Zero, one of the official Sven-Coop map -- he also happens to be a fairly hard boiled moderator at the Sven forums. But is the map any good? The answer is yes -- seeing as it is an official map, then that definetely means the map has worth to it. <br> <br>The map follows the traditional Half-Life textures and architecture. The first half of the map consists of "industrial tunnels" as I like to put it -- it looks a bit like the Quake2 brown theme. This half generally has some flat architecture; while all the textures that are used are used properly, it suffers due to the lack of any physical architecture. When there are some nice rooms, they look... well, really nice. Such as, even though all the tunnels are fairly empty, they have some nice round corners to satisfy you. The highest w_poly I encountered for this portion of the map was about 557, and no higher. The e_polys in this area were reasonable; I encountered no frame loss when confronted by the well timed, and well spread out, assortment of monsters in this part of the map. This was also the main puzzle/trap portion of the map. Even though the traps generally killed you instantly, they were noticeable, and well thought out. For instance, walking into a steam geyser, or falling into electrified water. <br> <br>The next main portion of the map has a "Questionable Ethics" lab theme. While this area, too, has some flat and empty rooms and hallways, all the textures are used properly. This part generally revolves around a large open reception room, and you unlock doors (and lower a couple of ladders) to gain access to completed parts of the map faster. r_speeds are reasonable, and so is monster flow. <br> <br>The one thing that shouldn't be overlooked in this portion of the map, are the three random events that can happen as you exit the reception room. While I won't spoil them, they get their own credit for adding some interesting (and rather humorous, if you like seeing teammates die
Design
Gameplay
Verdict
A good wholesome fun map, but it could look better
Pros
Text messages have correct spelling, decent monster flow, good traps
Design
Too many male assasins, no batteries, flat and empty rooms


