dm_undercastle_r1 by Badman

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Map Info

Map Description

The r1 version of dm_undercastle.

Changes:

[*] There are some changes in architecture of the map. Location and the way of getting rpg has changed. Now rpg is lying behind the door which can be opened by means of a shot on the black target on the column in the centre of the map.
The way of getting rpg is similar to dm_biohazard map.

[*] Added two healthkits near rpg area. Now player which obtains rpg has a chance of surviving and saving rpg.

[*] Many corridors are expanded that makes movement on the map even more dynamical.

[*] In many places shadows are corrected.

Discussion

Posted by Riven on Thu May 6th 2010 at 4:01pm

Wow, this is a pretty rock-solid map. It's well constructed and looks nice. Judging from the screenshots, I'd thought I'd get bored of the similar stone texture pallet, but I changed my mind as soon as I loaded it up.

In fact, the attention to texture choice and lighting is really what makes this map so impressive. I love where the trim textures help out to transition to the next surface type. And the HDR lighting was definitely tweaked to perfection. really makes for a nice subtle difference when moving through the corridors and then finally outside.

The gameplay feels like an old Quake map, curving tall corridors, and ledges everywhere. There's one spot where the charging unit is way above the player's head. I was still able to reach it by jumping directly under it and pressing my use key, but there must be some pr0 move I'm not savvy to to allow players to reach it effortlessly. This map is made for the hl2dm-university site and fits the bill quite accordingly. This map feels like it was done by a very experienced mapper. Nice custom models and textures too, btw!

Overall, I'd say again, this is a very solid map for any server rotation.