gorair by The SnarkPit

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Discussion

Posted by Leperous on Sat Jan 1st 2000 at 12:00am

Wow, this map comes with a readme. That would have been a good sign, but there's about 100 things wrong with the readme itself- for example, "place the sky into the valve/gfx directory"- you're lucky he didn't actually include a custom sky, or else you'd be placing it into the wrong directory. More disturbingly, "no vis used takes too long with it" and a massive list of prefab sources and authors were mentioned, . Finally, the statement "copywrite cant edite gorami limited" just plain confused me. Okay, maybe the author isn't particularly good at the English language, but I don't try writing my readme's in French or some other language I can't speak.

But onto the map itself. The most accurate description would be random, pointless rooms (covered with random, oft unsuitable textures and lit with entity lighting) populated by as many prefabs that the author could get his hands on. From F16s to Apaches, glass tunnels to laser beams, you'll encounter them everywhere. I'm guessing from the F16s and the name of the map that this is meant to be some kind of airport or military base, but there's other things about this map which lead me to believe otherwise (for instance, all the randomly textured, utterly pointless rooms and the lack of any kind of runway). The readme doesn't help much either, it says "Decription of," followed by 5 blank lines. I was worried that this map was made for a different game for a second, Daikatana perhaps, but apparently "Game=hl".

Unbelievably, I do have a positive comment to make. Thank god that the author found the 'texture lock' button when he was inserting prefabs, or else things would have been much worse. Now, this is the author's 10th map that he's released in his two years of mapping. If he should ever come across this review, he should heed the following words- stop, find some editing tutorials, read them, start again. Deathmatch maps don't necessarily have to be realistic, but for pete's sake, they're actually meant to resemble something and be consistent.

Design
Endless prefabs

Gameplay
Weapon/item placement is sensible enough, but I can't see why you'd want to bother playing this.

Verdict
A horrific collection of random prefabs placed mindlessly in some awful, blocky level-thing.

Pros
Texture lock was on

Design
Mindless
Posted by Leperous on Sat Jan 1st 2000 at 12:00am

Wow, this map comes with a readme. That would have been a good sign, but there's about 100 things wrong with the readme itself- for example, "place the sky into the valve/gfx directory"- you're lucky he didn't actually include a custom sky, or else you'd be placing it into the wrong directory. More disturbingly, "no vis used takes too long with it" and a massive list of prefab sources and authors were mentioned, . Finally, the statement "copywrite cant edite gorami limited" just plain confused me. Okay, maybe the author isn't particularly good at the English language, but I don't try writing my readme's in French or some other language I can't speak.

But onto the map itself. The most accurate description would be random, pointless rooms (covered with random, oft unsuitable textures and lit with entity lighting) populated by as many prefabs that the author could get his hands on. From F16s to Apaches, glass tunnels to laser beams, you'll encounter them everywhere. I'm guessing from the F16s and the name of the map that this is meant to be some kind of airport or military base, but there's other things about this map which lead me to believe otherwise (for instance, all the randomly textured, utterly pointless rooms and the lack of any kind of runway). The readme doesn't help much either, it says "Decription of," followed by 5 blank lines. I was worried that this map was made for a different game for a second, Daikatana perhaps, but apparently "Game=hl".

Unbelievably, I do have a positive comment to make. Thank god that the author found the 'texture lock' button when he was inserting prefabs, or else things would have been much worse. Now, this is the author's 10th map that he's released in his two years of mapping. If he should ever come across this review, he should heed the following words- stop, find some editing tutorials, read them, start again. Deathmatch maps don't necessarily have to be realistic, but for pete's sake, they're actually meant to resemble something and be consistent.

Verdict

A horrific collection of random prefabs placed mindlessly in some awful, blocky level-thing.