Das Roboss by Tylak

Map Rating

  • Star map!
  • 3.5
  • 2 ratings / 3.5 stars

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Map Info

Map Description

Story :

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!

Discussion

Posted by Blinn on Sun Jan 30th 2005 at 6:07pm

Well, I must begin by saying this is a truly fantastic map, and very
aptly recreates the atmosphere that I would expect it to have. Every
inch of it is done to perfection and there are almost no problems.

When I say almost, I must elaborate; upon playing this map I found two
SMALL texture problems that could actually be a problem with my
graphics card / settings, but I decided that I'd post them anyway.

User posted image

This one is right at the start of the map.

As you can see, the texture has taken on an odd blue hue, or at least on my part it has.

User posted image

<span style="font-weight: bold;">This is further on, in the section with all the combine soldiers.

<span style="font-weight: bold;"></span></span>Again, just a small texture problem.

I have noticed no others to the point of which I've played (The section
where you pick up the gravity gun after the second antlion) but I will
fill out the small section similar to the one Martinloki did when I've
completed it.

Overall, fantastic job.<span style="font-weight: bold;"><span style="font-weight: bold;"></span>

</span>
Posted by Cassius on Sun Jan 30th 2005 at 5:58pm

This thread brings a tear of joy to my eye. Huge props to Martinloki and Tylak. I'll be looking at this map in a bit.
Posted by habboi on Sun Jan 30th 2005 at 5:18pm

A fine example of a map that has had hard work put into it!

Well done and i liked the architecture, i find architecture is what make maps good but thats my opinion!
Posted by Orpheus on Sun Jan 30th 2005 at 3:31pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Myrk-</DIV>
<DIV class=quotetext>OMAI! YOU'VE BEEN ORPHORIZED TO CRITIQUE MAPS!

</DIV></DIV>

i know you are making a good natured joke, but praise works wonders sometimes. with the influx of so many new members, some of us old timers have slipped in our duties of welcoming new members.

you gotta admit, a rather large percentage of the new roster, has not been very good.
i think its past due for some of us to start welcoming new members again. if we put as much energy into the quality members, as we do to the offensive ones, perhaps we could draw more quality ones. :/
Posted by Myrk- on Sun Jan 30th 2005 at 12:24pm

OMAI! YOU'VE BEEN ORPHORIZED TO CRITIQUE MAPS!
Posted by Orpheus on Sun Jan 30th 2005 at 10:31am

<DIV class=quote>
<DIV class=quotetitle>? quoting martinloki</DIV>
<DIV class=quotetext>blushes thank you
</DIV></DIV>

i will be keeping an eye on you :smile:
welcome to the snarkpit.
Posted by martinloki on Sun Jan 30th 2005 at 10:22am

blushes thank you
Posted by Orpheus on Sun Jan 30th 2005 at 9:43am

<DIV class=quote>
<DIV class=quotetitle>? quoting Finger</DIV>
<DIV class=quotetext>Just downloaded this and played through the first map. Kudos!! </DIV></DIV>

forget the maps, my congratulations go to martinloki. his critique rivals some of the better critiques to come out of here by the old timers. i am not gonna give him the big head by saying it was best, but definitely refreshing from so new a member.

/me humbly bows. :clap:

whispers
damn, almost as good as mine. :biggrin:
Posted by Finger on Sun Jan 30th 2005 at 9:34am

Just downloaded this and played through the first map. Kudos!!

My hat goes off to anyone who seriously persues singleplayer mapping. Overall, I was very impressed with the quality and scope of this project (of course, I haven't finished it). From what I've seen, you are obviously putting alot of hard work into this, and the quality shows.

That said, there are some areas that could possibly use a little tightening up, focus wise; mainly the 'puzzle' spots. This, however, is one of the pinnacles of great level design, and something that takes ALOT of experience to master - pushing the player through the experience without allowing them to see the 'hand of god'...i.e. "button B doesn't work, because you haven't activated button A" kind of messages. These are the things that really impressed me with HL2 level design; the fact that I would end up doing exactly what the designer wanted me to do, without it feeling like a cow in a cattle chute.

One of my favorite puzzles was in Blue Shift. There was a door, with some dynamite charges wired to it. The wire that connected the trigger and the explosive was severed. To solve the puzzle, you had to push a metal barrel between the two ends of wire, making a connection, and blowing the door. The reason I liked that simple puzzle so much, was that it was

A. Simple.

B. All in one spot (no back tracking 5 rooms to find the switch),

C. Dramatic (got to see somethin a blooow'd up!)

Anyway, I look forward to finishing this and seeing what else you may be working on. Great job sofar!!
Posted by martinloki on Sun Jan 30th 2005 at 8:04am

I just played through a second time. This time on easy to see the
difference. (Big difference) I also decided to take my time
with the final scene and I take back what I said about it being to
hard. I found a technique that allowed me to clear the hall
before moving on and I only lost 5hp. (No cheats were involved,
just lots of rockets and barriers.)

I forgot that there are other lights on the floor like the one under
the tower. There is at least another one out in that
courtyard. The same problem exists with it.

I also found a few more areas where you can see through the top
textures and areas where you can get to places you shouldn't be able
to. I was also able to climb up onto the rim of that first
courtyard and kill the two speed zombies in their pits. To get up
there you can put a barrel next to the red lit tunnel and jump onto the
tunnel.

The next place was in the next room. (The hall after the
gate) Using the same technique you use to get to the turrets you
can attempt to get to the other openings in the hall. But you
cant get into them. It feels like you hit an invisible wall when
trying to jump up there. That really takes you out of the
game. Maybe a texture on there, or something to explain why
your character cant make the jump.

The last place that I was able to do that is in the area at the top of
the elevator in the second level. (The one immediately after the
drop into the level.) I was looking for secrets and stacked a
barrel on a crate, and then put another barrel down to hop up onto the
crate. I was then able to see into the wall. This is the
low section between the room where you get health and the stairs going
down.

Those were the only issues I had this last time. I do have some
general comments though and most were things I meant to bring up
earlier.

The level portals are way to easy to back through
acidentially, and thus causing yourself long pauses in the
gameplay. How about moving them a little? The first one
could occur before you fall, mayber before you go around the bend, but
far enogh you wouldn't be scared back through it. The second one
you could shift it a bit and have the door close them in.

As for the abundance of ammo issue, most of the ammo I got was from the
enemies, I don't remember if you can cut down on that. The
shotgun, AR2, magnum, and crossbow were almost all I ever used.

As for the decals on the dirt in the courtyard, I couldn't duplicate
them with any of my weapons. (even when I used impulse 101 and
went through all the possible weapons). They are very jagged and
look like they could be the shadows of antlions. Odd either way.

A quick though on the robot. Since the player can't see his legs,
do they have to come with him? could you just delete them for the
final battle? that could save a lot for you. Also, my
biggest speed hit was when I was using the... turret weapons up
top. Is there anything you could do to make those less
graphically intense? The white line over the middle of the
display also makes them a bit less fun to use. I like seeing the
carnage I'm causing. :smile:

Finally, I was wondering if you may want to add a sniper or two, either
in the last scene, or the pipe courtyard. They would definently
keep the player on their toes. (although the courtyard one may
prove to be too hard to kill considering your loadout.)

I'm sorry I keep pointing out flaws, and not just the good stuff.
The maps are realy great, and fun to play through, but you did ask for
bugs and feedback. Thanks for a really fun series.
-martinloki