1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
I know that many maps were submitted still as betas. Well, my comments don't really take that into account. What's there for voting is there. There may also be an overly stronger focus on gameplay and flow in my comments, but hopefully in as intellectual a way as ambience and brushwork are regarded around here.
DM_Rampart by Adam Hawkins
Great looking map clearly designed for playability. The soft tones of the textures and lighting complimented the fairy tale feeling of the map. R_speeds did not feel excessive to me. from a gameplay front, there are a few critiques I have. First off, the egon was well placed, being in a very dangerous location. The x-bow complimented this placement nicely because it is the only truly viable underwater weapon. I did, however, feel that the trap with the switch is mostly useless. It is impossible to tell what happens the first time you use the switch, although the general idea is surely picked up after successive tries. But! Players will rarely be able to gauge when to shut the gates, if they are at the switch and here the egon picked up and that's it. So, I felt the trap set-up was non-intuitive; player activated traps are great, but the players must have knowledge of what they are doing and whether it will be effective (see undertow). The map was symmetric, which is generally a bleh I feel, but not a big issue in this map, being a castle where symmetry would be common. Weapon and item placement was good all around. I felt most of the battle areas were too flat though, only the upper RPG truly created an overlap of paths. But those are all gameplay things - as a contest map I felt the recreation was very true to form and quite stylish, considering the lack of good castle maps.
DM_Ominous by Crackerjack
While I am quite familiar with Hawkins' FLF work, I can't say I've seen anything by Crackerjack prior to this map. I wish I had. The visuals and audials in this map were top-notch. The way it looks is terrific. Sure, the r_speeds get kinda high in one region of the map, but outside of looking along the one nasty line they're fairly good, and the brushes really are beautiful. The swirling things in the cylinders on the ceiling were really amazing. The one visual kink would be the HoM when you jump in the water outside the RPG room (the water was also unfortunately inescapable). Where I feel the map falls a bit short is gameplay. Now, I felt the weapon placement was fine in the updated version (those complaining about lack of guns just need to learn how to use grenades), the RPG really shouldn't have had ammo sitting right there too. Add to that that the room is a dead-end, and you're just asking for someone to camp on that spot. And it's not even the fun type of camp, like a sniper on bounce, but the kind where people just stop going to that part of the map. Otherwise, items were placed well, especially the contacts. The flow could have used some work too. The map was basically a loop with a path ending in the RPG coming off of it. While the individual areas would be fun to fight in, there's only one room where there are three exits. I would suggest working a path from the RPG back towards the t or some other part of the map so that it more resembles a figure eight. I do want to say, however, that clip brushes and func_illusionaries were impressively used to make the map as catch free as possible. To sum up: this map has great AVA at the expense of some r's, but not too much and a poor flow hampers the otherwise great fighting areas.
Detention by Captain P
Checking the piece of concept art chosen, Captain P had no small task. The prison facility from HL2. Anyway, so I'll start off on looks again. For this map, I felt they were adequate. A few things felt mis-proportioned, such as the stairs which the player pretty much falls down instead of descending. The checkerboard pattern on the floors made me a little woozy when I had the LJM, and sometimes it was hard to see items on it. Also, the textures felt a little too clean, all in all. Nonetheless, I got a very strong sense of place, and nothing seemed outright not fitting. Given the size of some areas, the R's were very well handled. Onto gameplay. The multi-levels of this thing should make for some killer gameplay. The outside is quite a bit of fun with a Gauss. Unfortunately, there were a few upper ledges that I gaussed to and found absolutely nothing as a reward - the one ledge with a broken, non-sticky ladder under it particularly screams to the player "c'mon over" but there's nothing. Bit of a let down. I liked how you placed the LJM and the RPG. The Egon is even hidden enough that it won't become a massive hinderance to those who hate the thing. I think you went a bit too much with the health and armor, however they will make this map stay fun even with an insane player load. While not a visual masterpiece, I think this map creates a strong enough sense of place and shows just what the proper focus of gameplay over looks can accomplish.
Prototype by Loco
This map looks good at first glance, but the nasty slowdown you get in the main room says somethings up. It's not the r_speeds, DM_Ominous went twice as highly and still ran smoothly on my comp. So what is it? Tauing around in the main room I see all sorts of brush misalignments, and generally things not meshing well. I'm betting there's all sorts of Leafportal saw into leaf errors, and a few HoM type problems (although I didn't spot any obvious ones). Cleaner brushwork that stays on the grid would help this map out a lot. In terms of gameplay, I found the dead ends and questionable weapon/ammo placement to be irritating. For example, I go all the way down the ramp in the lobby to find nothing but some handgun ammo. That's not cool. The dual Health Chargers seemed a bit excessuve and quite probably camperific.
Track Control by NeuralScan
This map had it's own style and very interesting brushwork, however I thought it was let down quite a bit by the texture set. Some things just didn't look right, especially the large round rusted things on the track (I'd be more specific, but I can't). What this map DID have, though, is logical interactivity. The switches to turn the track on made sense to me, although I felt the damage was too low and some env_lasers would have added. Likewise, by the Tau, I could tell something would happen to me if I entered that room. There are a few brush errors here, especially by the spiral staircases where you have paper-thin floors and a few HoM's. I felt the map had a good flow from place to place, although the grindingly slow super loud lift will probably be ignored due to the hassle.
Broken Palace by Finger
I wasn't planning on revealing my votes, but I have to say this is most definately my choice for winner. Why? First, it carries out its theme visually with great success. The indoor/outdoor areas work great, the water works great, the textures are amazing. Finger even took time to superbly retexture the health/armor chargers. The lighting was fantastic. The flow was smooth, I found myself running all over the map. While the corridors at first seemed a little too similar looking, this quickly passed. Weapon placement was terrific, especially the egon which requires more than a little work. Seriously, what is not to like? Well, one thing - the paths in the zip aren't completely Steam compatible, Like it or not, Valve's spoiled brat of a program will be our bastard to worry about soon enough, and it does not include any folders named SIERRA. Similarly, people with CS retail are gonna have a tiny problem figuring out where the map goes. You may say, "but if they're not stupid they'll figure it out" - let me remind you that they purchased CS retail before you bring that argument up. Anyway, so pathing from the half-life root on up woulda been nice but that's really the only thing I can possibly complain about.
dh_Sunken by KoRnFlakes
Not quite sure what the dh is but whatever. TBH, I was only halfway impressed by the screens leading up to this release. Luckily, they do no justice to what the map actually looks like once you're in it. Great attention to detail and lighting. The swimming ray looked good. The water on the glass looked fantastic - Relic25 is the only HL mapper I've seen do better, and he's god. You're gonna want to lose that HL rock texture though, it sticks out like a sore thumb after repeatedly being slammed in the car door. Gameplay-wise, the level was a bit flat and simple. Weapon layout was good but something more fun than a mirrored map would be nice.
One Love by Andrei Vincerick
This map reminded me somewhat of Serious Sam maps, with it's large outdoor layout leading up to a large temple. Unfortunately, then I saw the health and armor chargers on the temple. No no no! Spoiled the mood like nothing else. The bird in the sky is one friggin slowpoke. I found the weapon choice/placement a bit questionable, especially the unfriendly hornetgun. The r's (both w_poly and e_poly) weren't very well focused. I think this map would just degenerate to a silly spam fest, with whoever sat on top sniping people claiming the victory (although there is, thankfully, precious little ammo/health up there).
Vanguard by ReNo
Well, if playability were a non-issue, this map looks the most fantastic. But according to the voting page, the populace is just to rate things as maps. As such, I gotta take off for no weapons, inaccesible areas, areas you can't get out of (the bridge, the water), among other things. The r_speeds are huge, but it looks great. The water kinda cuts off into nothing, which stinks, cause otherwise the visuals do nothing but impress. If feels like one of them next-gen fps maps. The layout makes for a large battlefield, but the flow is smar