Zero


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unrated
unrated
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1525 views
1414 downloads
Game: Sven Co-op (HL)
Added Sun Jan 11th 2004

Map Description

This map has a discussion topic which can be visited here

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!


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0 starsPosted 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 smiley <br>Map is laid out in 3 sections <br>Map has some interesting &quot;random bits&quot; (exploding bridge anyone?) <br>Only thing I don't like is how it becomes into a male assassin fest towards the end. They're to tough, and they're used just a little to much throughout your map.
0 starsPosted by wckd on Sun Jan 11th 2004 at 1:12am

pretty cool.
0 starsPosted 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 &quot;industrial tunnels&quot; 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 &quot;Questionable Ethics&quot; 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 smiley ) random factor into the map. <br> <br>The climax of the map takes place in a car park; you and your fellow scientists make a run for a jeep, but have to fight hordes of Male Assassins before you can actually win the game. This part might actually be the biggest downer of the entire map; e_polys shoot into 33,000, w_polys shoot to around 770, and drab architecture (again!). <br> <br>In the gameplay department, the map is overall a fun map instead of a good looking map. Monsters are generally plotted from weakest (alien slaves) to hardest (Male Assassins). The traps are clever, realistic, and can generally leave you as a bloody corpse on the floor is you're a stinky player. I (personally) feel that the Male Assassins are used a little to much towards the end of the map. I understand that I shouldn't be able to kill them (without dying) by myself; and I can't. But most Sven-Coop players aren't exactly the sharpest knives in the drawer, so you and your team usually gets shot to ribbons at the end of the map. <br> <br>One more critical factor in the map is the lighting. If you're not a real eye candy freak, and just want a good map, then there's no problem; but Zero suffers from Acute Bland Lighting Syndrome. All the lights are generally white, with occasional red or blue variation, depending on what portion of the map you are in. Probably the best lighted spot is a small tunnel portion at the very end of the map, it looks moody, a little dark, but comes off as an underground tunnel you wouldn't want to be in. <br> <br>To sum up: The map scores well in the fun factor, but falls flat in looks -- architecture and lighting. And in case you're wondering (to any Sven-Coop players out there) the map does not have any lag from monster count, or effects.<br /><br /><b>Verdict</b><br /><br />A good wholesome fun map, but it could look better
[author]
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
0 starsPosted 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 &quot;industrial tunnels&quot; 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 &quot;Questionable Ethics&quot; 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 smiley ) random factor into the map. <br> <br>The climax of the map takes place in a car park; you and your fellow scientists make a run for a jeep, but have to fight hordes of Male Assassins before you can actually win the game. This part might actually be the biggest downer of the entire map; e_polys shoot into 33,000, w_polys shoot to around 770, and drab architecture (again!). <br> <br>In the gameplay department, the map is overall a fun map instead of a good looking map. Monsters are generally plotted from weakest (alien slaves) to hardest (Male Assassins). The traps are clever, realistic, and can generally leave you as a bloody corpse on the floor is you're a stinky player. I (personally) feel that the Male Assassins are used a little to much towards the end of the map. I understand that I shouldn't be able to kill them (without dying) by myself; and I can't. But most Sven-Coop players aren't exactly the sharpest knives in the drawer, so you and your team usually gets shot to ribbons at the end of the map. <br> <br>One more critical factor in the map is the lighting. If you're not a real eye candy freak, and just want a good map, then there's no problem; but Zero suffers from Acute Bland Lighting Syndrome. All the lights are generally white, with occasional red or blue variation, depending on what portion of the map you are in. Probably the best lighted spot is a small tunnel portion at the very end of the map, it looks moody, a little dark, but comes off as an underground tunnel you wouldn't want to be in. <br> <br>To sum up: The map scores well in the fun factor, but falls flat in looks -- architecture and lighting. And in case you're wondering (to any Sven-Coop players out there) the map does not have any lag from monster count, or effects.

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
0 starsPosted by wckd on Sun Jan 11th 2004 at 1:10am

pretty cool.
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