This is my first completed map for any mod, yet it managed to work its way into the full download of SvenCo-op 2.0final and above. Which is kinda cool really.
GMan Towers involves the players being betrayed by the mysterious GMan, and having to escape the building before being rescued. It features puzzles and grunt combat by the bucketload... probably.
The Download link points to SvenCoop.com
Discussion
Posted by G.Ballblue on
Wed Jul 5th 2006 at 6:15am
I certainly was not around for SC 2.0, but I have played this map a load of times on SC servers. It certainly looks like the 2.0 "era" I guess, and apart from the initial sequence being very buggy, it is one of the better SC maps out there.
Posted by Dred_furst on
Tue May 25th 2004 at 4:43pm
Yea, i loved this, make us a sequel!
Posted by TheRealGame on
Sun Jan 11th 2004 at 1:02am
Ahhh, I remember this old map.
It was quite good actually.
Posted by Dred_furst on
Sat Jan 1st 2000 at 12:00am
When I first got svencoop, this is the first map I ever played. It was my favourite map. It is still my favourite map...
The map starts you off in a small office complex, which you are instantly directed towards an open room where you meet the gman. After a brief introduction, the security turrets pop down and the fun begins! Looks like the military have been pulled into eliminate the occupants of this office complex, and looks like you with them.
You are battling to get topside out of the offices and labs in full black mesa style to secure your escape in any means possible.
The physical layout of the map is brilliant! The game flows on, without the need of constant running through three miles of corridor to get into battle. Ingenious use of the environment open up new shortcuts to new areas like the teleporter that you meet at the early stages, that blows up, then later becomes active and the elevator that moves up a floor allowing your access to the shaft to get through the floors even faster. There is no single point where the map makes the players lost, as of the need to escape from the facility; the only way is up (no tfc pun intended). Doors are commonly locked and are in a state of lockdown that can be overcome by finding a way around and disabling security as you go.
The lighting in the map is excellent as being dynamic as well as static, and reflects what is happening in the map. The teleporter, for instance, gives off an eerie green glow onto the surrounding walls, and the security lockdown is a lot more than just a sound, the lights reflect the state, with flashing red lights everywhere until you hit the switch.
Other elements like the ending also make this a map that is worthy of 6 to 8 people and around half an hour to complete.
Design
Gameplay
Verdict
One of the better underplayed svencoop maps out there
Pros
Brilliant layout and plot
Design
Can get overcrowded
Posted by Dred_furst on
Sat Jan 1st 2000 at 12:00am
When I first got svencoop, this is the first map I ever played. It was my favourite map. It is still my favourite map...
The map starts you off in a small office complex, which you are instantly directed towards an open room where you meet the gman. After a brief introduction, the security turrets pop down and the fun begins! Looks like the military have been pulled into eliminate the occupants of this office complex, and looks like you with them.
You are battling to get topside out of the offices and labs in full black mesa style to secure your escape in any means possible.
The physical layout of the map is brilliant! The game flows on, without the need of constant running through three miles of corridor to get into battle. Ingenious use of the environment open up new shortcuts to new areas like the teleporter that you meet at the early stages, that blows up, then later becomes active and the elevator that moves up a floor allowing your access to the shaft to get through the floors even faster. There is no single point where the map makes the players lost, as of the need to escape from the facility; the only way is up (no tfc pun intended). Doors are commonly locked and are in a state of lockdown that can be overcome by finding a way around and disabling security as you go.
The lighting in the map is excellent as being dynamic as well as static, and reflects what is happening in the map. The teleporter, for instance, gives off an eerie green glow onto the surrounding walls, and the security lockdown is a lot more than just a sound, the lights reflect the state, with flashing red lights everywhere until you hit the switch.
Other elements like the ending also make this a map that is worthy of 6 to 8 people and around half an hour to complete.
Verdict
One of the better underplayed svencoop maps out there
Posted by TheRealGame on
Sat Jan 1st 2000 at 12:00am
Ahhh, I remember this old map.
It was quite good actually.