Read my review and Lep's comment should point it out - it (along with Gasworks) were released, and therefore most likely made, after the game was released. No idea why it wasn't put into patches or whatever though.
Posted by Atrocity on
Tue Jul 27th 2004 at 12:53pm
Why didn't this map make the offical valve selection?
<!-- BBCode Start -->DISCLAIMER:<!-- BBCode End --> This review, as with all, is based on my opinions, and my opinions alone. What I say should not be regarded as the ?be all and end all? of mapping critique. I remind you of this fact because of what I am about to claim?
<!-- BBCode Start -->RUSTMILL IS THE BEST MAP EVER!<!-- BBCode End -->
As I guess you can figure out for yourself from the screenshots, this is not a map that most reviewers would ever give that accolade to. Granted, the visuals aren?t quite up to scratch by the standards of some modern levels, in fact, some may even call this map humble, in terms of appearance. Instead it has a certain air of Half-Life's standard deathmatch maps about it, probably due to it being a Valve employee who built it. So why, if it is ?the best map ever?, was it left from the game? I see no reason why it would be left out, as in my opinion, it is far superior to all the other Valve maps supplied with the game, so I say the wise money is on it being an additional level made after the game?s release. <!-- BBCode Start --><!-- BBCode Start -->(it was released about 4 months after the game itself- Lep.)<!-- BBCode End --><!-- BBCode End -->
This level is set in what seems to be an industrial warehouse. Its hard to place just what the author was aiming for when he designed it, as while the theme is well conveyed, it seems a bit vague. Whatever it is meant to be though, it can be considered a bright-industrial map. I say bright, because most industrial levels are set at night, and are in rusty locales. Despite its name, Rustmill is actually quite un-rusty in comparison to more recent maps in this genre, and its daytime setting suits it very well. Texture choice is very wisely done, and architecture, while for the most part fairly simple, outdoes all the other standard levels. There are a few very nicely done areas, such as the outdoors bunker entrance, and the water room (both shown in the screenshots). The only really dull parts of the level are the corridors, and even those surpass the ones seen in other Valve DM maps.
Despite these complex areas, the level?s r_speeds are lower than most other standard maps, and far below the levels that most modern maps reach. During all my times of playing this level, I have never yet seen them touch 600, and to be honest, I doubt I ever will. I tried my hardest, I really did, but the worst speeds I could find were w_poly of 550 and e_poly of just over 2000! Call me a hypocrite if you must, but I seriously wish more mappers would aim for performance like that!
Rustmill, to me, seems like a large map stuck inside a small area. Rather than feeling like a set of interconnected rooms and halls, it truly feels like a building. There seems to be no wasted space inside the main structure and you always know where you are in relation to the other rooms. Movement around the map is very quick since everything is within the same building and there are multiple routes to each of the main areas. Speaking of getting around?
?The coolest teleporter ever made in a HL level also features in this map! In a bunker that requires 2 people to open using buttons simultaneously (or one person with the long jump and lots of skill), there is an overhead plan of the level and 2 teleporter pads. Stand on one of these and shoot at an area of the map and there you will appear! You can get 2 people to teleport into the area at the same time making for great ambush potential, and a bonus feature of this is that an area flashes green on the map when a person is there, so you can effectively keep an eye on the enemies location at all times!
By now I really should have gone into some criticisms, but to be honest, I can think of none. To top off this well rounded map, even weapon and item placement is well thought out. Like in crossfire, there is quite an ammo and health store in the bunker, but only a shotgun can be found in terms of weapons, so there is no point going there before you have a good armoury. There have been comments in the past that armour is a little to easy to come by, as you can get up to 75% in a matter of seconds, but that is not really due to packing too much into a small area, but because the level is so well linked. After playing the map many times online I can safely say it does not have a negative effect on gameplay.
In conclusion, let me assure you that this blast from the past should definitely be added to your collection swiftly. If not so as to provide an amazing level for both free for all and teamplay, then so you can witness the teleporter for yourself. I know that it seems a clich?, but in my opinion, they don?t make ?em like this anymore!
Design
Mostly simplistic architecture, but very good use of default textures conveys the theme very well.
Gameplay
rmour can be a bit too easy to come by, but otherwise near-perfection.
Verdict
It's a pity that this map didn't make it into the "official" Valve map selection.
Pros
Too many to list!
Design
Like other valve maps, a little bland perhaps
<!-- BBCode Start -->DISCLAIMER:<!-- BBCode End --> This review, as with all, is based on my opinions, and my opinions alone. What I say should not be regarded as the ?be all and end all? of mapping critique. I remind you of this fact because of what I am about to claim?
<!-- BBCode Start -->RUSTMILL IS THE BEST MAP EVER!<!-- BBCode End -->
As I guess you can figure out for yourself from the screenshots, this is not a map that most reviewers would ever give that accolade to. Granted, the visuals aren?t quite up to scratch by the standards of some modern levels, in fact, some may even call this map humble, in terms of appearance. Instead it has a certain air of Half-Life's standard deathmatch maps about it, probably due to it being a Valve employee who built it. So why, if it is ?the best map ever?, was it left from the game? I see no reason why it would be left out, as in my opinion, it is far superior to all the other Valve maps supplied with the game, so I say the wise money is on it being an additional level made after the game?s release. <!-- BBCode Start --><!-- BBCode Start -->(it was released about 4 months after the game itself- Lep.)<!-- BBCode End --><!-- BBCode End -->
This level is set in what seems to be an industrial warehouse. Its hard to place just what the author was aiming for when he designed it, as while the theme is well conveyed, it seems a bit vague. Whatever it is meant to be though, it can be considered a bright-industrial map. I say bright, because most industrial levels are set at night, and are in rusty locales. Despite its name, Rustmill is actually quite un-rusty in comparison to more recent maps in this genre, and its daytime setting suits it very well. Texture choice is very wisely done, and architecture, while for the most part fairly simple, outdoes all the other standard levels. There are a few very nicely done areas, such as the outdoors bunker entrance, and the water room (both shown in the screenshots). The only really dull parts of the level are the corridors, and even those surpass the ones seen in other Valve DM maps.
Despite these complex areas, the level?s r_speeds are lower than most other standard maps, and far below the levels that most modern maps reach. During all my times of playing this level, I have never yet seen them touch 600, and to be honest, I doubt I ever will. I tried my hardest, I really did, but the worst speeds I could find were w_poly of 550 and e_poly of just over 2000! Call me a hypocrite if you must, but I seriously wish more mappers would aim for performance like that!
Rustmill, to me, seems like a large map stuck inside a small area. Rather than feeling like a set of interconnected rooms and halls, it truly feels like a building. There seems to be no wasted space inside the main structure and you always know where you are in relation to the other rooms. Movement around the map is very quick since everything is within the same building and there are multiple routes to each of the main areas. Speaking of getting around?
?The coolest teleporter ever made in a HL level also features in this map! In a bunker that requires 2 people to open using buttons simultaneously (or one person with the long jump and lots of skill), there is an overhead plan of the level and 2 teleporter pads. Stand on one of these and shoot at an area of the map and there you will appear! You can get 2 people to teleport into the area at the same time making for great ambush potential, and a bonus feature of this is that an area flashes green on the map when a person is there, so you can effectively keep an eye on the enemies location at all times!
By now I really should have gone into some criticisms, but to be honest, I can think of none. To top off this well rounded map, even weapon and item placement is well thought out. Like in crossfire, there is quite an ammo and health store in the bunker, but only a shotgun can be found in terms of weapons, so there is no point going there before you have a good armoury. There have been comments in the past that armour is a little to easy to come by, as you can get up to 75% in a matter of seconds, but that is not really due to packing too much into a small area, but because the level is so well linked. After playing the map many times online I can safely say it does not have a negative effect on gameplay.
In conclusion, let me assure you that this blast from the past should definitely be added to your collection swiftly. If not so as to provide an amazing level for both free for all and teamplay, then so you can witness the teleporter for yourself. I know that it seems a clich?, but in my opinion, they don?t make ?em like this anymore!
Verdict
It's a pity that this map didn't make it into the "official" Valve map selection.