Das Roboss

Das Roboss

Re: Das Roboss Posted by ReNo on Thu Jan 27th 2005 at 5:42pm
ReNo
5457 posts
Posted 2005-01-27 5:42pm
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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.
Re: Das Roboss Posted by Tylak on Thu Jan 27th 2005 at 6:24pm
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Posted 2005-01-27 6:24pm
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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.
Re: Das Roboss Posted by mike-o on Thu Jan 27th 2005 at 11:56pm
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Posted 2005-01-27 11:56pm
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Lookin sweet, man. That zombie doesnt really fit his surroundings, though.
Re: Das Roboss Posted by Tylak on Sat Jan 29th 2005 at 3:28pm
Tylak
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Posted 2005-01-29 3:28pm
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Das Roboss is ready for beta testers! w00t.

I tried to make this set very combat oriented. I felt like I
didn't get to kill enough stuff per square foot in HL2. The combat is
pretty dense and the levels are medium/large. I also tried
something kinda risky for the ending.

But I don't want to go on and on. Just download it and give it a try.

Thanks!

Here are some small screens :

User posted image User posted image

User posted image User posted image

I hope you enjoy it.
Re: Das Roboss Posted by ReNo on Sat Jan 29th 2005 at 4:20pm
ReNo
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Posted 2005-01-29 4:20pm
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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:
Re: Das Roboss Posted by satchmo on Sat Jan 29th 2005 at 6:08pm
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Looks very impressive indeed. I'll download it later on in the day and take it for a spin.
Re: Das Roboss Posted by Spartan on Sat Jan 29th 2005 at 6:17pm
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Posted 2005-01-29 6:17pm
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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.
Re: Das Roboss Posted by Tylak on Sat Jan 29th 2005 at 6:43pm
Tylak
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Posted 2005-01-29 6:43pm
Tylak
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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"
Re: Das Roboss Posted by martinloki on Sat Jan 29th 2005 at 8:40pm
martinloki
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Posted 2005-01-29 8:40pm
8 posts 1 snarkmarks Registered: Jan 24th 2005 Location: Los Angeles, CA
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)
Re: Das Roboss Posted by Tylak on Sat Jan 29th 2005 at 9:01pm
Tylak
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Posted 2005-01-29 9:01pm
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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.
Re: Das Roboss Posted by martinloki on Sun Jan 30th 2005 at 8:04am
martinloki
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Posted 2005-01-30 8:04am
8 posts 1 snarkmarks Registered: Jan 24th 2005 Location: Los Angeles, CA
I just played through a second time. This time on easy to see the
difference. (Big difference) I also decided to take my time
with the final scene and I take back what I said about it being to
hard. I found a technique that allowed me to clear the hall
before moving on and I only lost 5hp. (No cheats were involved,
just lots of rockets and barriers.)

I forgot that there are other lights on the floor like the one under
the tower. There is at least another one out in that
courtyard. The same problem exists with it.

I also found a few more areas where you can see through the top
textures and areas where you can get to places you shouldn't be able
to. I was also able to climb up onto the rim of that first
courtyard and kill the two speed zombies in their pits. To get up
there you can put a barrel next to the red lit tunnel and jump onto the
tunnel.

The next place was in the next room. (The hall after the
gate) Using the same technique you use to get to the turrets you
can attempt to get to the other openings in the hall. But you
cant get into them. It feels like you hit an invisible wall when
trying to jump up there. That really takes you out of the
game. Maybe a texture on there, or something to explain why
your character cant make the jump.

The last place that I was able to do that is in the area at the top of
the elevator in the second level. (The one immediately after the
drop into the level.) I was looking for secrets and stacked a
barrel on a crate, and then put another barrel down to hop up onto the
crate. I was then able to see into the wall. This is the
low section between the room where you get health and the stairs going
down.

Those were the only issues I had this last time. I do have some
general comments though and most were things I meant to bring up
earlier.

The level portals are way to easy to back through
acidentially, and thus causing yourself long pauses in the
gameplay. How about moving them a little? The first one
could occur before you fall, mayber before you go around the bend, but
far enogh you wouldn't be scared back through it. The second one
you could shift it a bit and have the door close them in.

As for the abundance of ammo issue, most of the ammo I got was from the
enemies, I don't remember if you can cut down on that. The
shotgun, AR2, magnum, and crossbow were almost all I ever used.

As for the decals on the dirt in the courtyard, I couldn't duplicate
them with any of my weapons. (even when I used impulse 101 and
went through all the possible weapons). They are very jagged and
look like they could be the shadows of antlions. Odd either way.

A quick though on the robot. Since the player can't see his legs,
do they have to come with him? could you just delete them for the
final battle? that could save a lot for you. Also, my
biggest speed hit was when I was using the... turret weapons up
top. Is there anything you could do to make those less
graphically intense? The white line over the middle of the
display also makes them a bit less fun to use. I like seeing the
carnage I'm causing. :smile:

Finally, I was wondering if you may want to add a sniper or two, either
in the last scene, or the pipe courtyard. They would definently
keep the player on their toes. (although the courtyard one may
prove to be too hard to kill considering your loadout.)

I'm sorry I keep pointing out flaws, and not just the good stuff.
The maps are realy great, and fun to play through, but you did ask for
bugs and feedback. Thanks for a really fun series.
-martinloki
Re: Das Roboss Posted by Finger on Sun Jan 30th 2005 at 9:34am
Finger
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Posted 2005-01-30 9:34am
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Just downloaded this and played through the first map. Kudos!!

My hat goes off to anyone who seriously persues singleplayer mapping. Overall, I was very impressed with the quality and scope of this project (of course, I haven't finished it). From what I've seen, you are obviously putting alot of hard work into this, and the quality shows.

That said, there are some areas that could possibly use a little tightening up, focus wise; mainly the 'puzzle' spots. This, however, is one of the pinnacles of great level design, and something that takes ALOT of experience to master - pushing the player through the experience without allowing them to see the 'hand of god'...i.e. "button B doesn't work, because you haven't activated button A" kind of messages. These are the things that really impressed me with HL2 level design; the fact that I would end up doing exactly what the designer wanted me to do, without it feeling like a cow in a cattle chute.

One of my favorite puzzles was in Blue Shift. There was a door, with some dynamite charges wired to it. The wire that connected the trigger and the explosive was severed. To solve the puzzle, you had to push a metal barrel between the two ends of wire, making a connection, and blowing the door. The reason I liked that simple puzzle so much, was that it was

A. Simple.

B. All in one spot (no back tracking 5 rooms to find the switch),

C. Dramatic (got to see somethin a blooow'd up!)

Anyway, I look forward to finishing this and seeing what else you may be working on. Great job sofar!!
Re: Das Roboss Posted by Orpheus on Sun Jan 30th 2005 at 9:43am
Orpheus
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Posted 2005-01-30 9:43am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Finger</DIV>
<DIV class=quotetext>Just downloaded this and played through the first map. Kudos!! </DIV></DIV>

forget the maps, my congratulations go to martinloki. his critique rivals some of the better critiques to come out of here by the old timers. i am not gonna give him the big head by saying it was best, but definitely refreshing from so new a member.

/me humbly bows. :clap:

whispers
damn, almost as good as mine. :biggrin:
Re: Das Roboss Posted by martinloki on Sun Jan 30th 2005 at 10:22am
martinloki
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Posted 2005-01-30 10:22am
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blushes thank you
Re: Das Roboss Posted by Orpheus on Sun Jan 30th 2005 at 10:31am
Orpheus
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Posted 2005-01-30 10:31am
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<DIV class=quote>
<DIV class=quotetitle>? quoting martinloki</DIV>
<DIV class=quotetext>blushes thank you
</DIV></DIV>

i will be keeping an eye on you :smile:
welcome to the snarkpit.
Re: Das Roboss Posted by Myrk- on Sun Jan 30th 2005 at 12:24pm
Myrk-
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Posted 2005-01-30 12:24pm
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OMAI! YOU'VE BEEN ORPHORIZED TO CRITIQUE MAPS!
Re: Das Roboss Posted by Orpheus on Sun Jan 30th 2005 at 3:31pm
Orpheus
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Posted 2005-01-30 3:31pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Myrk-</DIV>
<DIV class=quotetext>OMAI! YOU'VE BEEN ORPHORIZED TO CRITIQUE MAPS!

</DIV></DIV>

i know you are making a good natured joke, but praise works wonders sometimes. with the influx of so many new members, some of us old timers have slipped in our duties of welcoming new members.

you gotta admit, a rather large percentage of the new roster, has not been very good.
i think its past due for some of us to start welcoming new members again. if we put as much energy into the quality members, as we do to the offensive ones, perhaps we could draw more quality ones. :/
Re: Das Roboss Posted by habboi on Sun Jan 30th 2005 at 5:18pm
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A fine example of a map that has had hard work put into it!

Well done and i liked the architecture, i find architecture is what make maps good but thats my opinion!
Re: Das Roboss Posted by Cassius on Sun Jan 30th 2005 at 5:58pm
Cassius
1989 posts
Posted 2005-01-30 5:58pm
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This thread brings a tear of joy to my eye. Huge props to Martinloki and Tylak. I'll be looking at this map in a bit.
Re: Das Roboss Posted by Blinn on Sun Jan 30th 2005 at 6:07pm
Blinn
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Posted 2005-01-30 6:07pm
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Well, I must begin by saying this is a truly fantastic map, and very
aptly recreates the atmosphere that I would expect it to have. Every
inch of it is done to perfection and there are almost no problems.

When I say almost, I must elaborate; upon playing this map I found two
SMALL texture problems that could actually be a problem with my
graphics card / settings, but I decided that I'd post them anyway.

User posted image

This one is right at the start of the map.

As you can see, the texture has taken on an odd blue hue, or at least on my part it has.

User posted image

<span style="font-weight: bold;">This is further on, in the section with all the combine soldiers.

<span style="font-weight: bold;"></span></span>Again, just a small texture problem.

I have noticed no others to the point of which I've played (The section
where you pick up the gravity gun after the second antlion) but I will
fill out the small section similar to the one Martinloki did when I've
completed it.

Overall, fantastic job.<span style="font-weight: bold;"><span style="font-weight: bold;"></span>

</span>
Re: Das Roboss Posted by Cassius on Sun Jan 30th 2005 at 7:25pm
Cassius
1989 posts
Posted 2005-01-30 7:25pm
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The first complete singleplayer mission warrants my first in-depth photocritique, no?

Tell me what you think.

Das Roboss Critique and Review Part I, by Lord Cassius: http://www.snarkpit.com/pits/cassius/drobrev/drobrev.html

(spoilers inside)
Re: Das Roboss Posted by Tylak on Sun Jan 30th 2005 at 7:26pm
Tylak
13 posts
Posted 2005-01-30 7:26pm
Tylak
member
13 posts 186 snarkmarks Registered: Dec 9th 2004 Occupation: Level Designer Location: USA
Thanks guys, great response so far and I really appreciate all the time
you've spent digging through the map. Martinloki, I think I know
what those blotches are but I haven't tested it yet. I believe
those are shadows created by antlions who've not been spawned properly
(under displacement). I usually play with simple shadows (I have
a weak gfx card) and I never saw them. This will be worked about
before release.

Thanks again guys, keep going at it. I'm going to make up a list and do a big cleanup pass on monday.
Re: Das Roboss Posted by Orpheus on Sun Jan 30th 2005 at 7:48pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Cassius</DIV>
<DIV class=quotetext>

Tell me what you think.

</DIV></DIV>

why the HTML location and not the traditional in here kind?
otherwise... tis the greatness that we come to expect from a master such as thyself. :smile:
Re: Das Roboss Posted by Myrk- on Sun Jan 30th 2005 at 7:57pm
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Static Prop city- it's just one prop, taken from the lab scene... Maybe he just needs more props to make it look less out of place.
Re: Das Roboss Posted by viper5k on Mon Jan 31st 2005 at 10:20am
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Posted 2005-01-31 10:20am
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Good job
Re: Das Roboss Posted by Drshark on Mon Jan 31st 2005 at 4:36pm
Drshark
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Posted 2005-01-31 4:36pm
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Ok... this is VERY good.... NICE THINGS: nice graphics, well placed opponent and of course "you know what" downs.... welll: at the start of the level theres CHEAP water (build some cubemaps and expensive water) and twice i found an antlion maybe supossed to hop out of the ground STAYING there (lv 1 and 2) welll .... thats the only things... oh yeah.... sometimes i get a BIG slowdown.... dont know why....
Re: Das Roboss Posted by KoKo5oVaR on Mon Jan 31st 2005 at 11:10pm
KoKo5oVaR
12 posts
Posted 2005-01-31 11:10pm
12 posts 31 snarkmarks Registered: Jan 22nd 2005 Location: France
Haha the vault's door remind me something ^^ ( a pretty sweet RPG
anyway ), well you've done here an amazing work, special
congratulations for the soundtrack, the inside vault has a marvelous
ambience ( i'm not sure if that's the good english word for ^^). And
the last battle in huge robots is nearly a piece of anthology
Re: Das Roboss Posted by satchmo on Fri Feb 18th 2005 at 5:31pm
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Posted 2005-02-18 5:31pm
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This map is as professional as it gets. Most importantly, the well-designed gameplay is by far its most commendable quality. This attribute really makes it stand out from all the other single player maps released so far.

The impressive architecture is not to be overlooked, but the style of the architecture and lighting reminds me more of Doom II (NOT Doom 3) than Half-Life 2. This isn't a negative point, but just an observation.

The background music and ambiant sound are well done, unlike some of the high quality maps out there. I would say this is the most often neglected part of a map design, but this map has one of the best example of sound enhancing the full gaming experience.

However, there are a few minor bugs I found still. I know the map is released in its final version, but it would be nice if the errors are addressed perhaps in a future update.

I found it frustrating when I fell into the wire-frame duct (the one with the SMG and the fast headcrab). I couldn't find a way to get out of the hole. I had to revert to the autosaved game and just avoid getting into the hole.

In addition, when I was actually inside the space underneath the duct, I could see "outside" the map, almost as if I turned off clipping. Was it due to the effect of hint brushes place nearby? I am not sure.

Otherwise, it's a flawless map. Definitely one of the best I've ever played. The style of the map is as different as it can be from my own single player map (sp_justice), but that's why I love it so much.
Re: Das Roboss Posted by LilTortillaBoy on Fri Feb 18th 2005 at 7:29pm
LilTortillaBoy
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Posted 2005-02-18 7:29pm
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Great work man!! I love the last level, genius!!
Re: Das Roboss Posted by LilTortillaBoy on Fri Feb 18th 2005 at 7:31pm
LilTortillaBoy
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Posted 2005-02-18 7:31pm
15 posts 12 snarkmarks Registered: Feb 14th 2005 Location: USA
You Rule Tylak!! Great map, those headcrabs in the first level that come out of the ground were really pissing me off, had me yelling at em - "Oh yeah bitch you like that, theres plenty more where that comes from, YEAH!"
Re: Das Roboss Posted by habboi on Sat Feb 19th 2005 at 2:08pm
habboi
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I could'nt figure out what to do on the 2nd map, i placed the batteries in the holders and the buttons worked that made the huge robot move and shoot.

After that nothing happened and i went everywhere and even noclipped to find nothing :sad:
Re: Das Roboss Posted by Guessmyname on Tue Mar 1st 2005 at 4:32pm
Guessmyname
342 posts
Posted 2005-03-01 4:32pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
Una map del excellence (excellent map)
Re: Das Roboss Posted by Varsity on Tue Mar 1st 2005 at 9:49pm
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Posted 2005-03-01 9:49pm
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Wow, that was mostly excellent. The ending was a confusing, laggy mess but up till then it was tricky and so much fun. I love the non-linear way you can approach the middle section, that's something I thought was missing fom HL2. The most memorable part for me was jumping on a table to escape a zombie torso. It kept dragging itself beneath me and moaning!

For future versions, you should consider getting rid of the turrets hidden in the corners of rooms. Reloading is never fun.
Re: Das Roboss Posted by Tylak on Mon Mar 7th 2005 at 10:47pm
Tylak
13 posts
Posted 2005-03-07 10:47pm
Tylak
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Thanks for the feedback guys!

Varsity, I understand your concerns but many people have told me the ending was their favorite part. Its impossible to please everyone :o

I'm glad you guys are playing and providing feedback. Thanks!
Re: Das Roboss Posted by coge balas on Mon Mar 14th 2005 at 11:37pm
coge balas
17 posts
Posted 2005-03-14 11:37pm
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This mod is excellently made. It shows a lot of mapping skill, and I had no problems with bugs (actually, dunno if it was a bug, but getting onto the ladders in the generator room to descend was very difficult). The gameplay and the mapping in this mod reminded me of some of old school fps action. The music and ambient sounds were very well done and added a lot of atmosphere. The ending was good. The interiors became somewhat bland, but overall this mod is fantastic.
Re: Das Roboss Posted by Rotacidare on Wed Mar 16th 2005 at 5:50am
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Posted 2005-03-16 5:50am
2 posts 0 snarkmarks Registered: Mar 15th 2005
Unbelievable mod Tylak. Really enjoyed some of the custom stuff you did - especially the end. Overall some great maps, lighting looked good, and I liked the sound as well. No problems with bugs or lagginess here, just a really cool experience!
Re: Das Roboss Posted by rival on Sat Apr 9th 2005 at 12:36am
rival
512 posts
Posted 2005-04-09 12:36am
rival
member
512 posts 141 snarkmarks Registered: Apr 7th 2005 Occupation: being a pain in the ass Location: inverness
Extremly well done great atmosphere and archtechture i agree with satchmo it is a bit doom II style but excellent playing
the zombies were a bit out of place i could understand the ant lions and obviously the combine prescence but why were threre zombies?
but anyway it was amazing to play
Re: Das Roboss Posted by Vicodin on Sat Sep 24th 2005 at 6:28am
Vicodin
17 posts
Posted 2005-09-24 6:28am
Vicodin
member
17 posts 2 snarkmarks Registered: Feb 13th 2005 Location: Shytown
Two things:
  • Map is excellent
  • You should e-mail Gabe Newell and ask him to send you a job application
Re: Das Roboss Posted by Playbus on Wed Mar 1st 2006 at 6:44pm
Playbus
10 posts
Posted 2006-03-01 6:44pm
Playbus
member
10 posts 531 snarkmarks Registered: Jun 8th 2005 Occupation: Network Administrator
Wow. Brilliant!

VERY professionally done.

And hard. But I like that. I haven't finished it yet, but I am so impressed already that I've come to give it 10/10!

PS You made me feel like a crappy mapper now :p
Re: Das Roboss Posted by Mint_Sauce on Mon Mar 19th 2007 at 10:26pm
Mint_Sauce
35 posts
Posted 2007-03-19 10:26pm
35 posts 434 snarkmarks Registered: Dec 10th 2004 Occupation: Computer Person Location: UK
Great map, the ending was very well done - props to you for going through all the effort and making that. :P

There were one or two areas which I found a little frustrating but that's purely down to personal preferance, I know players who would love the bits I didn't.