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Showing posts with the label 5/10

Ascii Art - Dunkelschwamm

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       ASCII refers to the American Standard Code for Imformation Interchange, a system that supports text on digital platforms. The entire map is textured in white with black text. SCMapDB page Author: enuze Date of final release: 2008 Maps in package: 1 Map review of Ascii Art (originally posted on SCMapDB) by dunkelschwamm | July 16, 2022 | 3329 characters      Ascii Art is a map in Japanese that I cannot understand. However, with some patience, I *can* beat it.      Ascii Art is a map that I presume is full of humorous content, but unfortunately for myself the humor is meant for another culture altogether. I'm sure it's very funny in the appropriate context, but I cannot say anything about the textual jokes or contextual humor. What I can say is that the map has a very stylish monochromatic style and very fun cartoony characters. The environment is very charmingly crafted around representing an ascii world in a way that isn't invasive or overwhelming, but just very tast

Area Zero - GrandmasterJ

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      This is yet another Black Mesa map, taking place in the facility with parts of Xen merged in places. The map set is fairly difficult but short. SCMapDB page Author: The Fox Date of final release: 2005 Maps in package: 2 Map review of Area Zero (originally posted on SCMapDB) by GrandmasterJ | June 12, 2022 | 3911 characters      Area Zero is a simple Black Mesa themed walkthrough map from 17 years ago at the time this was written. I didn't expect much from it and so I was surprised at some of the tricks it pulled on me, like hitting us with baby headcrabs out of nowhere. Overall the map did look blocky and rough but there were some features that showed real promise.      Players start out with no weapons and no medkits. I died a lot on this series, there is no ammo and there is no health in the first map. Players find a wrench in spawn area and fight through some minor enemies and then a shock trooper. We pick up a shotgun around the same time.      Players go up an elevator a

Dukemap - Dunkelschwamm

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       This is something like a recreation of the first level of Duke Nukem 3d. Most of the map does its own thing but for the most part it kind of feels like Duke Nukem. SCMapDB page Author: DukeN Date of final release: 2014 Maps in package: 1 Map review of Dukemap (originally posted on SCMapDB) by dunkelschwamm | May 28, 2022 | 4713 characters      "I'm waiting for the reviews to improve my maps" -DukeN in the Additional Info section of dukemap2. 8 years late, but this one's for you, DukeN.      Dukemap2 (listed on scmapdb as Dukemap) is the sequel to an as-of-yet unreleased (possibly cancelled) prequel map. I suppose that will explain the strange circumstances surrounding the spawn area of this map.      The map begins with players in a UFO where they charge their HEV (if you're gonna let em do it at spawn in a cramped spawn area, why not just start them with full HEV?) and a teleporter which drops them out of the UFO and onto a conspicuous reservoir atop a tow

Garg - Dunkelschwamm

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      Listed alphabetically, the list of maps tend to form clumps. Garg is first in line in the clump of Gargantua themed maps and is pretty indicative of what these maps tend to play like. SCMapDB page Author: ShotGunKiller Date of final release: 2002 Maps in package: 1 Map review of Garg (originally posted on SCMapDB) by dunkelschwamm | May 15, 2022 | 2300 characters      Garg is a map which I think really embodies a lot of the attitude of Goldsrc and Source mappers: it's a simple idea executed in a strange and interesting way with a bunch of side-content for those who are looking for a little more.      The conceit is simple: In a small patch of land surrounded by sheer cliff faces, a small outpost is harassed by a Gargantua! With some minor exploration, the players can easily become equipped to kill it. After the garg dies, it respawns to be killed again using the cleverly acquired arsenal all around the map. After killing the garg 3 times we presumed the gargs to be respawning

Metal Gate Deathmatch DM Map-2 - GrandmasterJ

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      This map's long winded and confusing name is brought to you by Counter-Strike: Nexon, a spin-off of Counter-Strike that focuses on players vs. zombies. Weapons, enemies, and level design are all taken from Nexon and combines into something not quite PVP. SCMapDB page Author: Nexon Date of final release: 2017 Maps in package: 2 Map review of Metal Gate Deathmatch DM Map-2 (originally posted on SCMapDB) by GrandmasterJ | May 14, 2022 | 1977 characters      This is a map ported over from Counter-Strike: Nexon, a zombie/pvp game with a wide variety of weapons and player models. This particular map is set up like a MOBA, players spawn in two separate spawn zones (but the map is set to deathmatch so players in the same spawn can kill you) and run down corridors to get to a central arena. In this map there is a large green crystal monster with one million health named Get Score! We spent forever killing it and nothing happened. In the corridors there are some infinitely respawning z

Wolfenstein 3D Level 1 - GrandmasterJ

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      This map is a remake of the first level of the classic FPS Wolfenstein 3D built as a map in Sven Co-op. The level layout itself is mostly accurate with only tiny details added but the enemy composition and weapons is all standard Half-Life stuff. SCMapDB page Author: $kud Date of final release: 2002 Maps in package: 1 Map review of Wolfenstein 3D Level 1 (originally posted on SCMapDB) by GrandmasterJ | April 17, 2022 | 1823 characters      Wolfenstein 3D is an old game, one of the first FPS games ever made. The first level is iconic to many gamers and its done pretty well here. There are some obvious differences like the HECU not acting at all like the standard brown shirts, difference in weapons, and there are some additional rooms added behind the cell door walls, usually with goodies.      Personally I've seen a lot of Wolf3D's first level so I don't have much to say about the level design. I will say I always thought the original Wolf3D's level design was pret

Anitalink Lobby - GrandmasterJ

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      This is a lobby map made for a specific server. Since the map is made for a group of people who all know each other there are probably a lot of features that my teammate and I won't get. SCMapDB page Author: Keen Date of final release: 2016 Maps in package: 2 Map review of Anitalink Lobby (originally posted on SCMapDB) by GrandmasterJ | March 27, 2022 | 4357 characters      I was really dreading playing this map, I've played the 4chan and 5chan maps by the same author which is a mish mash of random stuff thrown together in a fever dream. This map is less fever dream but still looks like a scrapbooking club threw up. There are two maps here, the map description says one contains some stuff not safe for work, this is somewhat misleading, as both maps contain pornography but the wow map has a lot of it and the arcade map does not. The two maps do not seem to be much different beyond that.      Players start in a big open area with some cubes of varying sizes strewn about. So

Alien Die 2 - GrandmasterJ

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      Monsters sit in better mousetraps of varying degrees of creativity and involvement from the player in a gallery of fatal contraptions. SCMapDB page Author: Michael Koeberlein, LordSlayer Date of final release: 1999 Maps in package: 1 Map review of Alien Die 2 (originally posted on SCMapDB) by GrandmasterJ | March 11, 2022 | 3376 characters      The sequel to Alien Die is much better than the first. The concept is the same, a map with a bunch of monsters stuck in traps with buttons players can press to kill them in unique ways.      The map is broken up into three areas, the spawn room, the nextdoor room with a teleporter, and the long room on the other side of the teleporter. The spawn room has a tram between two rows of sandbags. Zombies appear on the tracks in the middle endlessly and there is a button that will make the tram move back and forth, crushing the zombies into gibs, until the button is pressed again. The zombies can sometimes escape their trough, but it's rarer

Alien Defense - GrandmasterJ

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      Alien Defense is a simple arena with infinitely spawning aliens. Players start out in a fort with some friendly soldiers and the aliens continuously run in. SCMapDB page Author: Wildcat Date of final release: 2003 Maps in package: 1 Map review of Alien Defense (originally posted on SCMapDB) by GrandmasterJ | March 6, 2022 | 2485 characters      Alien defense is really just an arena with infinitely respawning alien enemies. There are friendly human grunts here to help out, although they died a lot and did little more than be effective distractions.      The map layout is simple, players spawn next to some shelves that hold some weapons and ammo. Around a corner is a small courtyard in which aliens are coming through. There is a wall here with an arch where the aliens are coming through. Up a ladder onto the wall allows access to a room with plenty of HEV and explosives. From here the map is on easy mode, stay on the wall and rain down explosive death on these poor aliens. I gibbed

Alamo - Dunkelschwamm

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       Alamo is a level taken from the Half-Life mod Heart of Darkness. Unlike other mod conversions to Sven this is just the one level taken out of context. It's set somewhere in Asia, not Texas. SCMapDB page Original mod authors: foolish_mortal Conversion authors: Trempler Date of original mod release: 2002 Date of final Sven Map release: 2016 Maps in package: 1 Map review of Alamo (originally posted on SCMapDB) by dunkelschwamm | February 27, 2022 | 3882 characters      So, the map is a Heart of Evil map I gather with a bunch of new shit added to it. Because of that, it takes the form of a Vietnam war style scenario but with alien attacks added.      First off, the brushwork is great. Heart of Evil was a pretty primo mod to begin with, but it's been too long so I can't quite remember any of this from the original mod. That said, still: the urban warfare is felt in collapsing buildings and intricate brushwork mixing heaps of debris with crumbling architecture. The texture

Baron of Snipe - Dunkelschwamm

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       This map is a fortress facing another fortress with infinitely spawning snipers. The player fortress has crossbows and sniper rifles along with plenty of ammo for both. There is no end to the map, just snipe the snipers. SCMapDB page Author: tweak Date of final release: 2007 Maps in package: 1 Map review of Baron Of Snipe (originally posted on SCMapDB) by dunkelschwamm | February 19, 2022 | 2718 characters      The concept here is simple: place the players in a fortified position and equip them with sniper rifles and crossbows to pick off advancing waves of assassins and the snipers at the opposite building. While advancing a bit is possible, it's inadvisable as any upward movement will quickly place a player right on top of respawning enemy territory without any viable close-quarters options. Still, advancing can be a bit fun to see how far in you can move with friends covering you with sniper support from the safety of spawn.      There isn't a whole lot more to say ab

Aerodock 1 - GrandmasterJ

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      Aerodock has an interesting visual aesthetic, relying heavily on Xen textures. The map is supposedly set in space, in some sort of aerodock, but the inclusion of mundane furniture and features muddies the concept. To the best of my knowledge there is no Aerodock 2. SCMapDB page Author: tsy_4 Date of final release: 2005 Maps in package: 1 Map review of Aerodock 1 (originally posted on SCMapDB) by GrandmasterJ | February 19, 2022 | 4389 characters      The screenshots for this map looked very intriguing and I started this map with high hopes. The map was decent, it had good combat, decent supply, and some very confusing visuals that blended together.      Players spawn in what appears to be a hangar of some sort. I started this map knowing it was supposed to be some sort of aero dock which is the only reason I thought that room was supposed to be a hangar. The level geometry is simple and strange. Most rooms have one texture for walls, floor, and ceiling, making them look flat. The

Aerial Contact - GrandmasterJ

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      Aerial Contact is a reimagining of the classic map series Apache Battle. Five Apache helicopters will assault the player and all five must be destroyed to win the map. SCMapDB page Author: Hezus Date of final release: 2004 Maps in package: 1 Map review of Aerial Contact (originally posted on SCMapDB) by GrandmasterJ | February 19, 2022 | 2522 characters      The map concept is simple, kill apache helicopters. The spawn area is at the bottom floor of a tower along with a door to the outside, a tiny bit of HEV and ammo, and a ladder up. The middle floor has a glass window that will instantly be shattered by the apache shooting inside. There is a shotgun and grenades along with some trip mines here. There is also a gun turret that is so very slow, I find it useless. The third level has unbreakable glass, a magnum with some ammo, and the button to open the door at the bottom floor. This door will close slowly both setting a time limit on getting out and ensuring players can not retur

HS-Desertstorm Zombie Scenario Map-1 - GrandmasterJ

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      This is a zombie arena map based on Counter-Strike: Nexon. The arena fills with zombies until a big boss zombie shows up. Killing the boss ends the map. SCMapDB page Author: Nexon Date of final release: 2017 Maps in package: 1 Map review of HS-Desertstorm Zombie Scenario Map-1 (originally posted on SCMapDB) by GrandmasterJ | February 6, 2022 | 2181 characters      This map is made to play like the Counter-Strike: Nexon spin-off. It's got some fun new weapon models, a lot of which are left-handed for some reason, and enemies are used from Nexon.      The gameplay is pretty standard zombie horde defense. There are a lot of zombies, many different types, and players are holed up in a building. One thing I found interesting was that the wooden boards on the doors never got broken and successfully kept all the zombies out. In the first half of the map my teammate and I were running around shotgunning the various zombies in their assorted heads but by the second we stayed indoors a

Lift Lifers 50 50 Xsus - Dunkelschwamm

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      This map is all about elevators. Get it? Lift Lifters? Elevators? I think the 50 50 refers to the authors, RNG and Robootto, each creating half of the map. I'm not sure what Xsus means. SCMapDB page Author: Robootto and RNG Date of final release: 2007 Maps in package: 1 Map review of Lift Lifters 50 50 Xsus (originally posted on SCMapDB) by dunkelschwamm | January 30, 2022 | 3651 characters      Lift Lifters 50 50 Xsus, or Lift Lifters as I will be calling it henceforth, is a map credited to the famous RNG and the infamous Robootto. How much of it was based on either's input, I have no idea. What I will say is that this is among some of my least favorite of RNG's work, and easily my favorite of Robootto's that I've played so far.      The map is made up of challenges divided by massive lifts, hence the name. I don't think Robootto or RNG could have predicted the nightmare that would become Sven Co-op's elevator physics, which often cause players to bec

Zombie Nights - Dunkelschwamm

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       Zombie Nights is a very ambitious project. It's a large open area with some buildings scattered around, a janky day and night system, supply drops supplied via parachute, an inventory system, and a never ending zombie swarm. The objective is to last three consecutive days. SCMapDB page Author: The-Middleman Date of final release: 2014 Maps in package: 1 Map review of Zombie Nights (originally posted on SCMapDB) by dunkelschwamm | January 29, 2022 | 3746 characters      Zombie Nights is a Zombie Survival map chock full of unique gimmicks and production value. Unfortunately, in the end it feels like it's possibly less than the sum of its parts.      The goal of Zombie Nights is to survive 3 nights (36 minutes) without dying as zombies infinitely swarm the map, resources are only obtained through scarce drops, and a hunger and thirst system prevent players from becoming too stationery. Additionally, since the first player to survive 3 nights in row wins the map, there is a

Adam's Puzzles - GrandmasterJ

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      There aren't really any puzzles in this map. The map is all about answering trivia questions. Each room has at least four paths to go and only the one labelled with the answer will allow the player through unharmed. SCMapDB page Author: Adambean Date of final release: 2009 Maps in package: 1 Map review of Adam's Puzzles (originally posted on SCMapDB) by GrandmasterJ | January 29, 2022 | 4026 characters      The map description reads 'inspired by 5 Ways to Die', this is a map where the player is given five forks and must choose the path that doesn't kill them. This map is that concept, but instead of randomly picking a path there are questions the players must answer. The map is called Adam's Puzzles, but its really just Adam's quiz.      Most of the questions could be solved by a quick google, the last question was a large math problem that both my teammate and I agree the correct answer in the map has a typo that makes it incorrect. There was also a q

Adam's Dungeon - GrandmasterJ

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      Adam's Dungeon is a trap and monster filled maze with a boss fight and a difficult platforming room. With two players the map was difficult and took a long time to complete. SCMapDB page Author: Adambean Date of final release: 2009 Maps in package: 1 Map review of Adam's Dungeon (originally posted on SCMapDB) by GrandmasterJ | January 28, 2022 | 6484 characters      Let me be upfront, I am not a fan of maze maps or first person platforming. This map has both. I wasn't too excited about what I saw on the map's page either so I didn't have high hopes going into it.      The map is a maze. It starts off with a deluge of gonomes and pit drones right off the bat, players could be fooled into thinking it is a combat heavy map. Yes, there is combat and plenty of it. The combat is frenetic and claustrophobic, the whole map is a maze of hallways and running backwards from incredibly fast and powerful enemies while frantically trying to shoot them. But the real obstacle

Castle Map - GrandmasterJ

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      The author of this map appears to apologize for making each of his maps. I found this very interesting and I just had to experience BingusMaster's maps to see for myself. SCMapDB page Author: BingusMaster Date of final release: 2020 Maps in package: 1 Map review of Castle Map (originally posted on SCMapDB) by GrandmasterJ | January 16, 2022 | 3454 characters      When I read in the map description 'sorry for making another map' I just had to see what this map was all about. I played the author's only other (at the time that this was written) map on scmapdb Act of Bingus, the map description for that map promised it would be his last map. I've never played anything where the author was apologetic for making it up front like this.      The map starts off in front of a castle. The map design is very blocky and simplistic. The floor texture inside the castle does not look like it was made to be tiled, the whole thing was clearly a single texture repeated over and

Deth - GrandmasterJ

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      Deth is a very early Half-Life mod made in 1999. The map description states this is the author's first map and it shows. It's also got a highly topical picture of Bill Clinton with Monica Lewinsky. SCMapDB page Original mod authors: DETH Conversion authors: w00tguy123 Date of original mod release: 1999 Date of final Sven Map release: 2019 Maps in package: 2 Map review of Deth (originally posted on SCMapDB)  by GrandmasterJ | December 31, 2021 | 2090 characters      This map is one of the first non-official release maps on scmapdb. I never expect much from old maps because the whole scene was still new, this one was a decent enough attempt at a first map.      The map doesn't look great first of all. The spawn room has some enemies in there so players spawn in having to deal with that. Plus the textures used for was not scaled in a way that looks good. The carpet was a texture with a big logo on it that tiled in a patter that didn't really look good or even centere