Combine forces are in the process of constructing a ginormous robot in an abandoned government fallout shelter outside City 17. The robot, codenamed "Das Roboss", is the most destructive combine creation yet. It makes Striders look like daddy long-legs.
Your mission is to infiltrate the occupied bunker and find Das Roboss. If you can destroy, steal, or otherwise remove the robot from Combine hands you will be doing City 17 and the world a great service.
*** Good Luck! ***
Thanks to everyone here for help with testing. Das Roboss has been a great success completely hammering the tylak.com server forcing me to mirror out the file. What more could I want?
I didn't get everyone's name into the beta credits due to TSP going down right in the middle of testing... but I got some of you in there. Thanks guys!
You Rule Tylak!! Great map, those headcrabs in the first level that come out of the ground were really pissing me off, had me yelling at em - "Oh yeah bitch you like that, theres plenty more where that comes from, YEAH!"
This map is as professional as it gets. Most importantly, the well-designed gameplay is by far its most commendable quality. This attribute really makes it stand out from all the other single player maps released so far.
The impressive architecture is not to be overlooked, but the style of the architecture and lighting reminds me more of Doom II (NOT Doom 3) than Half-Life 2. This isn't a negative point, but just an observation.
The background music and ambiant sound are well done, unlike some of the high quality maps out there. I would say this is the most often neglected part of a map design, but this map has one of the best example of sound enhancing the full gaming experience.
However, there are a few minor bugs I found still. I know the map is released in its final version, but it would be nice if the errors are addressed perhaps in a future update.
I found it frustrating when I fell into the wire-frame duct (the one with the SMG and the fast headcrab). I couldn't find a way to get out of the hole. I had to revert to the autosaved game and just avoid getting into the hole.
In addition, when I was actually inside the space underneath the duct, I could see "outside" the map, almost as if I turned off clipping. Was it due to the effect of hint brushes place nearby? I am not sure.
Otherwise, it's a flawless map. Definitely one of the best I've ever played. The style of the map is as different as it can be from my own single player map (sp_justice), but that's why I love it so much.
Posted by KoKo5oVaR on
Mon Jan 31st 2005 at 11:10pm
Haha the vault's door remind me something ^^ ( a pretty sweet RPG
anyway ), well you've done here an amazing work, special
congratulations for the soundtrack, the inside vault has a marvelous
ambience ( i'm not sure if that's the good english word for ^^). And
the last battle in huge robots is nearly a piece of anthology
Ok... this is VERY good.... NICE THINGS: nice graphics, well placed opponent and of course "you know what" downs.... welll: at the start of the level theres CHEAP water (build some cubemaps and expensive water) and twice i found an antlion maybe supossed to hop out of the ground STAYING there (lv 1 and 2) welll .... thats the only things... oh yeah.... sometimes i get a BIG slowdown.... dont know why....
why the HTML location and not the traditional in here kind?
otherwise... tis the greatness that we come to expect from a master such as thyself. :smile:
Thanks guys, great response so far and I really appreciate all the time
you've spent digging through the map. Martinloki, I think I know
what those blotches are but I haven't tested it yet. I believe
those are shadows created by antlions who've not been spawned properly
(under displacement). I usually play with simple shadows (I have
a weak gfx card) and I never saw them. This will be worked about
before release.
Thanks again guys, keep going at it. I'm going to make up a list and do a big cleanup pass on monday.