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Half life maps
Half life maps












Just like how many people have pointed out, there isn’t a clear indication that the water is electrified and there are some ways you could fix that, such as adding a loud buzzing sound to the wire, making the room darker and have one light focus on it (the wire) and the rest being all dark etc. Furthermore, the starting section when you get out of the elevator has some minor problems. Not too little, not too many (although there was 1 room that had too many zombies, but that’s okay since zombies aren’t a big threat anyway). There’s always the right amount of enemies. Overall, a decent entry gameplay wise, and not so much visuals wise.

half life maps

Also, it could’ve been a bit more clear that the breakable glass was breakable, but I figured it out pretty quickly anyways. The boards on which you jumped had motion enabled which meant it wasn’t smooth to walk on. I had a few problems with the electrified water section at the beginning firstly, I didn’t know that the water was electrified until I stepped in it, some sparks or tesla effects would have helped here.

half life maps

Often your only means of cover are the walls.Īs I mentioned the visuals were not great, with this I mean bland lighting, underdetailed areas, textures that aren’t aligned well, etc. My main issue with this map is the lack of cover at times, which can be a problem with Vortigaunts and their hitscan attacks. I just found it fun to play, which for me is one of the most if not the most important aspect of a map.

half life maps half life maps

That’s probably because of my love for indoor close-quarters shotgun combat.

  • The Replay Experience Experiment aka TREEĪlthough the visuals were a bit underwhelming, I think this entry was pretty good.
  • Half-Life: Abridged – Map Labs #5 | RTSL Menu














    Half life maps