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I can say this is the most detailed Half-Life deathmatch map i ever seen with no any custom textures or props as i see. This extremely well done. I wish i could take my time, inspiration and imagination to create a masterpiece like this. Nothing to say more, as many talented mappers commented down in the comment section.
The effort put in this is immense. Every spot looks like its polished to perfection! Textures, lighting, everything
The other thing i really like is the complex brushwork. You can't differentiate between "map world directions" like, the structure is not just following x y z axis, but some parts are rotated, and others are joined at an angle too, which makes it very natural.
Everything is nicely done, from textures to lighting and brushwork - all those spirals and angles are amazing ! It's not too bright neither too dark yet every room has it's own ambiance. Even the screenshots were made wisely, as tom said.
The only thing I'm a bit worried are r_speeds, they must be pretty high and cause some lags...
Still, it's very nicely executed and definitely got that Black Mesa feeling. I'm looking forward to seeing your next maps, keep up the good work !
Good map with some "inovative/creative concept", despite it reminds me one I've already saw and run, the Trempler's nerverending one.
This is amazing the amount of differents textures & elements you have put into the map, it's like a good usable map fill of different trash elements you mixed together in order to build an unique structure! Or, a mega varied hamburger! hehehehehe!
But I personnaly think there is "a bit" too many differents elements which does not make all of this "realistically possible" (I mean, who in the Black Mesa's architects will build a structure like this? Jackson Pollock's son? hehehehehe!). But the fact is, the map sounds like in a construction status (I mean, not by you [like a beta version], but as final status for clients who play on it, you know, just like a building not finalized, or, just like if some employees left the site in emergency while they were Black Mesa's workers performing maintenance!).
I like the multiple places we can hide a bit, or camouflage yourself with the different textures which make a funny gameplay! Other environment parts as sounds, etc., are good. I also like burning the zone, like in crossfire map!
And, like some other people said, the screenshots are well-taken too!
But I might regret that follows:
The FPS are sometimes too low at some areas (not much frequent, but this happens). But when we play with other players I personnaly have lags almost everywhere, due to high polys in a lot of areas.
Only one charger per type (health/armor), two could have been better I think.
Various elements "supposed to be usable", like doors, buttons, etc., are not working, they're only here visually.
In the hole where the fan is spinning, there is some kind of "alien circle" in front of the both closed doors with the radioactive logo (screen #12), I think you could have made that circle pushable lateraly but on a short distance, like in the lambda_bunker map.
I've spotted a few places where we can slightly have our body passing at through them (like the unusable button with codes to type at proximity of the 01 & 02 yellow faces, at the end and top of the "burning zone", where there is a red door almost fully closed beside this button). But not dramatic.
I would like to access to some "small places" I can not (like in the yellow hole right before the "track control sector E" red doors closed with a crowbar! Same thing for areas I would like to reach with noclip then clip again (like inside an elevator), but we get stuck on them on cliped again.
Good job! And I'm gonna run it on my CZ servers!
PS: I hope we will see some similar work from you, in a close future!