-So, I entered this map by myself to begin getting a feel about what I had gotten myself into. I'll start off by saying I've never really been a big fan of 'house' style maps, but they aren't killboxes, and they must have gameplay mechanics in order to make them 'fun' (aside: simply relying on the core gameplay mechanics of a game [the guns abilities, etc...] is no excuse for a level /aside) -So I figured this ought to be fun to play around in.
I may be the wrong person to review a map like this since I'm such a heckler of 'purpose in gameplay and setting' but I'll try and subdue those critical urges to try and talk about what the map is obviously trying to focus on the most: Fun Gameplay!
Unnatural though it may have been, I proceeded to suspend my disbelief and wonder about the level aimlessly trying out the different mechanisms. I instantly figured the vent shafts all along the bottom of the building (and some above) were breakable, breaking one, I entered the 'house' for the first time. I noticed a carved out brush with a tile texture coating and water (supposedly meant to resemble a tub of some sort) and the 'dead guy from de_train' posed in it. Realizing I must have walked in on a REALLY 'bad hair day' I proceeded through the all brush-based 'blocky' bathroom. I continued through the maze of 'simple' rooms until I came across some stairs. I ducked down to see what might be hiding there in the dark abyss underneath, and right next to another breakable vent, was my good 'ol friend the Gnome! -Come to greet me in another world (supposedly not ruled by Combine). (pictured below)
The greetings were short, I told the Gnome, I had to leave for I was on a mission; A mission to
check this map OUT!
-Ok, enough with the story there, I really had no way to tie that up whatsoever, so I'm just going to skip to some of the details I thought stood out in the map and some that didn't so much. If your name is not 'gtamike' I suggest you skip this next part as I'm sure it will be pretty boring for anyone else
The not so good points:
- Some rooms in the house seem pointless in gameplay terms. The space with the Gman's body for instance... I think you should avoid small spaces like that for a fast paced game like this. Maybe, a few, but not as many as you have.
- The breakable windows (once they're broken) just beg for you to run through them, but every time I do (and this is out ANY window in the house) I always get stuck on the bottom ledge. For such a large window that just beckons for people to run through them, shouldn't it be without hassle? I mean, If I had the choice to go through a door or window, I'd go through the window because it's more fun. But if I'm running away from someone my brain will get conflicted when coming across such a decision. I will automatically want to run for the window, but because I don't remember I get stuck on the window sill, (for whatever reason) I end up getting killed for a simple problem that can be easily fixed IMO. (see below)
-So just lower those ledges just a little; (I think the max auto rise for players in Source is 20 units).
- Some of the props seem to get in the way of the main passageways. I don't remember any offhand atm, but give the map another look for yourself and keep that in mind to see if anything catches your eyes then.
- The 'garage' area (with the white car) could be fixed a little. I think the car itself should be all the way up against the wall in one corner. I know it's fun to run around the car, but it sucks during team-play when half your team ends up crowding in there because it becomes a choke point for around the map when people are trying to maneuver themselves from one side to another. One carefully placed smg nade would wipe out anyone in there. -And also, for such an important choke point, I think you could do more with it visually, and gameplay-wise.
- the file cabinets around the bed are in the way of the window. (not a big deal actually since they can easily be moved)
- The house seems to be very cut-up and jarring. Doesn't allow for a lot of wiggle room. Meaning, players will be running into one another before they might ever spot them.
-The good stuff!
- I love the little death traps (at least the ones you can expect!)
- teleporters are always fun. (especially the one through the floor <pretty neat!)
- love the kitty!
- plenty of Z-axis fighting <always makes things interesting.
- plenty of breakable or discoverable items, places and interactive things to find and use.
FINAL THOUGHTS:
The map offers your generic HL2DM gameplay with some twists here and there. That is, the actual death traps and toys that you can set up automatically to deceive other players makes it that much more fun. I think as a person simply trying to achieve a high
fun factor for gameplay, I'd say you've achieved that. I wish there was a story to go along with it, but sadly enough, nothing obvious pokes out at me as giving me a clue as to what the setting might be. And with that I must cut myself off, as I am crashing from an energy drink from earlier and I can no longer keep coherent textual thoughts in my brain for longer than