Das Roboss by Tylak

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  • 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 Tylak on Sat Jan 29th 2005 at 9:01pm
[Author]

Excellent beta report!

I was aware of a few errors that you mentioned and you suprised me with
a few. I could tone down the ammo a bit, health and armor will
probably remain as they are unless I get a lot of complaints. I
would like to make some changes that clairify the vault door and
generator "puzzles". I've also seen people get confused with the
pipes in the large courtyard.

I know what you mean about the robot's appearance. I can
honoestly say I feel least comfortable with the final battle over
anything else in the set. I wanted to produce a very difficult
and intense battle. Poly count is a big deal, I had to rip a lot
of stuff to get that section to run. I'm not sure what to do....
I know it needs polish.

More antlions, I agree. And those dark blotches must have been decals created by combine grenades..

All of your suggestions will be carefully considered. I plan on implemented most if not all of them.

Thank you Martinloki.
Posted by martinloki on Sat Jan 29th 2005 at 8:40pm

Thanks for a great series. I played through it
on normal mode and found that it was a good challenge. My speed
of play wasnt the fastest since I was exploring a lot, and I play
conservitavely (read "like a scardy-cat"). I finished in about an
hour and a half. I often had a glut of ammo, but almost no health
(50% most of the way though), and suit power was almost
non-existant. I like maps that way though. I have a
AMD2500+, 1G ram, and a 9800pro. The only slowing that I noticed
was during the final battle. Otherwise the levels looked and
played beautifully.

To answer your questions:
  • Was the experience fun? What would make it more
fun?

I really enjoyed the experience. I found that
i spent a large portion of the time parinoid that something was gonna
jump out at me, or that I didn't see a well placed enemy that was about
to ambush me. I like that feeling, so it works for me. Only
in the very last scene did I feel like the odds were impossibly stacked
agianst me. If I didn't play like a coward I don't think I could
have beat it. I really like the balance of the enemies and enjoy
playing levels where I only average 50% health. As to what could
make it more fun, I love antlion battles and wouldn't mind a few more
of those. And maybe tone down the final scene. Not the
battle, just the lead in. (but that may just be me. Other
people may love it as is)
  • Any non-progression issues (you are stuck and cannot
continue)?

I only found one area that you cannot get out
of. At the bottom of the stairs which lead into the room with the
power switches for the robot you can get caught between the stairs and
the wall. This is true for the stairs on both sides of the
doorway. I only found this because i was looking for more secret
areas. You have to either reload or noclip out of there. If
you need a better description I can get you a screenshot. Other
than that I did not find any issues this time through.
  • Game flow, were you often confused about what to do.
Did the solution also confuse you?

The vault sequence confused me, I hadn't come across
the vault yet, so it was extremely confusing. But I think that
was just because of the pressure I was under (which was pretty
fun) in that area, but even when i was in a safe room it took me a
while to figure out that I needed to backtrack.

Also the aux. power/buttons confused me. I
though I would need to do three different tasks since there were three
buttons. Once I got the Grav gun and cleaned out that area I was
out of enemies and had to hunted around a while for a computer room (to
allow a reboot) or someother way to fullfill the other requirements
that the button messages gave. I went and did the power thing,
but didn't test the buttons since I thought i was still missing
something. (maybe a generic message for all three that power is
needed and then switch over to the other messages once that has been
fullfilled. Or just two lines, one with your current message, and
one with the power message.)
  • Lighting issues and overall aesthetics, textures &
props

With the exception of two areas I liked the textures
and props throughout the series. Both of the exceptions are in
the first level, in the first courtyard, (the one with the tower in
it.)

First, the light on the floor beneath the tower
stops your movement dead. This seemed really awkward to me.
I might be biased since I was backing away from a fast zombie when I
discovered this, but maybe a nodraw spike over it to allow the player
to go over it, but keep the prop. (Admittedly I haven't tried
that, but I think it should work)

Second, I was huunting for secrets and found that
you can put a barrel in the corner next to the breakable grate, under
the cargo container, and hop up to try to get up to the container
platform. Once on top of the barrel you can see through the walls
since you are looking at the top of the shapes which appear (or not) to
be nodraws.

The lighting throughout felt right, at no point did
I pause and go, "wtf?" I also like your use of (I'm assuming)
displacements inside; the ground comming up through the floor at the
base of the elevator is a good example.
  • How did you feel after beating it?
Mainly, I felt relieved. For the vast majority
of the game I had felt tension and I think that if it had ended more
traditionally I would have felt a fair level of satisfaction.
However, with all the insanity at the end I found that my only option
to get out alive was to press the button and be a coward. It
wasnt until the very end that I came out and had to fight. And
that took a few times before I knew what had to be done. Also,
the look of the mech itself was a bit underwhelming and its look didnt
seem to fully fit into the world you crafted. (I know you've had
more experience with mapping and that poly count is an issuem but could
you use models and get a bit more detail in?)

One last thing. I know that you said there are
some known issues that will probably not be fixed in the final release,
but I have to ask. What was up with the wierd dark blotches on
the dirt in the first area with antlions? I spent quite a bit of
time with them and could figure them out. Are they artifacts of
the antlions?

Thanks, -martinloki

(Sorry for the long post)
Posted by Tylak on Sat Jan 29th 2005 at 6:43pm
[Author]

My only complaint is that you listed it as a HL1 map. I've seen
people doing this a lot and it is getting annoying. Nice looking map by
the way.
When I first posted it I accidentally marked it HL1. But its marked HL2 now right?? I have a hard time telling....

Maps ? Half-Life 2 ? Single player: "Das Roboss"
Posted by Spartan on Sat Jan 29th 2005 at 6:17pm

My only complaint is that you listed it as a HL1 map. I've seen people doing this a lot and it is getting annoying. Nice looking map by the way.
Posted by satchmo on Sat Jan 29th 2005 at 6:08pm

Looks very impressive indeed. I'll download it later on in the day and take it for a spin.
Posted by ReNo on Sat Jan 29th 2005 at 4:20pm

Judging by the screenshots here and in your profile, this is looking like a really high quality effort and should prove quite successful seeing as its one of the first. I look forward to playing this sometime :smile:
Posted by mike-o on Thu Jan 27th 2005 at 11:56pm

Lookin sweet, man. That zombie doesnt really fit his surroundings, though.
Posted by Tylak on Thu Jan 27th 2005 at 6:24pm
[Author]

Thanks Reno. Okay I changed it to HL2. I'm still getting used to this site so I'm bound to make a lot of oopsies. Good looking out.
Posted by ReNo on Thu Jan 27th 2005 at 5:42pm

Map is looking fairly cool, but I'm afraid I don't really have much time at the moment so won't be able to volunteer for testing. Just to let you know, you have classified this map wrong - it should be listed as a HL2 single player level, but you have it as an HL1 single player level.