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Showing posts with the label broken

Metsa0 - Dunkelschwamm

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       This map appears to be the opening sequence of a larger map set. Players spawn in the back of a truck, trapped with no hope of escape. If a player noclips out and uses a certain section of the truck's front bumper the truck will move to the other end of the tunnel it is in. SCMapDB page Author: Robootto Date of final release: 2004 Maps in package: 1 Map review of Metsa0 (originally posted on SCMapDB) by dunkelschwamm | February 20, 2022 | 2308 characters      Metsa is, I speculate, an unfinished idea for a map. Perhaps it was an inspired narrative idea, to have several players driven, confined by a cage, in a truck through a jungle toward the next map as his version of the Half-Life tram ride intro. But, that's all entirely speculation.      I figured I would begin my review with speculation because there's little else to go on. The map is clearly broken. Players spawn in the back of a truck, as described above. However, there's nothing pushing the truck forward.

Metsa0 - GrandmasterJ

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      This map appears to be the opening sequence of a larger map set. Players spawn in the back of a truck, trapped with no hope of escape. If a player noclips out and uses a certain section of the truck's front bumper the truck will move to the other end of the tunnel it is in. SCMapDB page Author: Robootto Date of final release: 2004 Maps in package: 1 Map review of Metsa0 (originally posted on SCMapDB) by GrandmasterJ | February 20, 2022 | 1320 characters      Players spawn trapped in the back of a truck. There is a gauss cannon here but nothing else. It is very boring and there is nothing to do.      Noclipping out of the truck reveals a long hallway. There are explosives on the sides that trigger enemies when they explode. It was only after my teammate persisted in trying to get the truck to move that the truck did actually start to move. Apparently he used the back bumper and that worked, the truck started moving. We tried getting the truck to move while inside it but that p

Mostwanted - Dunkelschwamm

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       After Gordon Freeman finishes up his work at Black Mesa he goes home to his rental. His neighborhood is quite terrible and mobs of police, alien, and criminal wake him up. SCMapDB page Author: Mr_InSaNe Date of final release: 2002 Maps in package: 1 Map review of Mostwanted (originally posted on SCMapDB) by dunkelschwamm | January 23, 2022 | 3872 characters      Most Wanted is an older map going back roughly 20 years ago. It features a small city block where Gordon lives in a crummy rental place when everything attacks.      I can't tell if my comrade and I finished this map or not. We certainly did everything that we can tell we can interact with and killed enemies until they stopped respawning. Best we can figure the map is just kinda over at some point but never actually ends. We spent a long time chasing wild geese if that's the case, and I'm compelled to believe that it is the case.      The crux of the map is built on pushing against respawning hordes of enemie

Mostwanted - GrandmasterJ

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      After Gordon Freeman finishes up his work at Black Mesa he goes home to his rental. His neighborhood is quite terrible and mobs of police, alien, and criminal wake him up. SCMapDB page Author: Mr_InSaNe Date of final release: 2002 Maps in package: 1 Map review of Mostwanted (originally posted on SCMapDB) by GrandmasterJ | January 23, 2022 | 3284 characters      Most Wanted is an old map, made circa 2003, and it has no reviews, no stars, and no comments. I feel like I have unearthed a forgotten relic. One of the main reasons I wanted to play this particular map is that the description states that "After surviving the ordeal at Black Mesa, Gordon returns to his rental for a night of sleep." I found it incredibly funny that after the end of Half-Life 1 Gordon just goes on home. "Oh man, what a day at work, time to go home and sleep."      The map opens up with players spawning in Gordon's rental, a claustrophobic two story house with barely enough room for pl

Ace Football - Dunkelschwamm

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       Maps that attempt to recreate a sport are fighting an uphill battle. Ball physics are simply nonexistent. The ball in this map is a pushable ashtray. SCMapDB page Author: acehigh Date of final release: 2005 Maps in package: 1 Map review of Ace Football (originally posted on SCMapDB) by dunkelschwamm | January 16, 2022 | 2925 characters      ace-football is a goof-off map which takes place in a soccer field complete with an ash tray to use as the soccer ball. It's pretty simple to play. There's no automatic reset after a point is scored, and points being scored are counted in the moment only by a text notification of a team scoring a goal and nothing else. In addition to this, there is also an admin room with buttons to move brushes across the field, catching and squishing players. Player spawns are in a red or blue team locker room, so delineating teams is as easy as leaving it to spawn order.      Where this map goes somewhat off the rails is where the the stuff on TOP

Ace Football - GrandmasterJ

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      Maps that attempt to recreate a sport are fighting an uphill battle. Ball physics are simply nonexistent. The ball in this map is a pushable ashtray. SCMapDB page Author: acehigh Date of final release: 2005 Maps in package: 1 Map review of Ace Football (originally posted on SCMapDB) by GrandmasterJ | January 22, 2022 | 2638 characters      I never expected a working football map in Sven Co-op. But I had hoped for something fun. I don't think this map delivered fun.      I spawned in the red locker room. For some reason the red locker room has another room filled with friendly enemies. There was a Big Momma, Shock Trooper, two soldiers, one of the npcs had the skin of the floater, an enemy cut from Half-Life, and some others. These NPCs did nothing but leave the room and get in the way of the players. The blue locker room does not have this menagerie of useless barriers.      Outside of the locker rooms is the football (soccer) field. It's a wide open space with an ashtray

Hyppyriz - Dunkelschwamm

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       One can be forgiven for looking at the above picture and thinking this might be a fun map to play. The map description is very clear, nothing in this map works. SCMapDB page Author: Robootto Date of final release: 2003 Maps in package: 1 Map review of Hyppyriz (originally posted on SCMapDB) by dunkelschwamm | January 7, 2022 | 1893 characters      Robootto is a mapper with many maps under his name which could be considered "test maps," "unfinished ideas," "scraps," and "absolute heaps of despair" depending on how honest you're feeling like being in the moment.     I was shocked, SHOCKED I say when I joined hyppyriz and thought that Robootto may have finally found a concept he couldn't possibly fuck up. Large ladders lead to diving boards into various pits of water of various sizes. Their individual sizes and positioning makes it so it may be a fun challenge with others on the server to attempt to aim for specific pools to dive into

Hyppyriz - GrandmasterJ

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      One can be forgiven for looking at the above picture and thinking this might be a fun map to play. The map description is very clear, nothing in this map works. SCMapDB page Author: Robootto Date of final release: 2003 Maps in package: 1 Map review of Hyppyriz (originally posted on SCMapDB) by GrandmasterJ | January 7, 2022 | 897 characters      This map is the classic gag of jumping off a very tall diving board into a vey shallow pool of water.      The diving boards are astronomically high up and the ladders on them don't work. To even get on top of them requires lowering gravity.      The bottom floor is covered in water, if you crouch you are swimming. Landing in the water at 99999 gravity does not hurt you, so unless you hit a raised edge surviving the fall is easy.      Fun little idea, awful execution on every front. Pros: Fun idea Cons: The ladders don't work the water on the ground removes any semblance of a challenge, mainly trying to aim for the pools overall b

Fun Robo Run - Dunkelschwamm

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      The map description notes that the lift shaped like a hand in the above picture does not work. This really sets the tone for the quality of this map. SCMapDB page Author: Robootto Date of final release: 2003 Maps in package: 2 Map review of Fun Robo Run (originally posted on SCMapDB) by dunkelschwamm | December 30, 2021 | 3927 characters      "A walkthrough map of sorts." I guess if you put a gun to my head and demanded that I put a genre to these maps that's what I'd give you. It feels more like screw-around maps really, but what's the point in such distinction when discussing a Robootto map?      First of all, the map is broken and pays no mind to being playable. In both versions a lift necessary for leaving the first area is broken in different ways. The lift, like any and all parts of this map, are so superfluous that it's a question as to why the lift even exists in the first place if Robootto can't even be bothered to make it right. As a compro

Fun Robo Run - GrandmasterJ

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      The map description notes that the lift shaped like a hand in the above picture does not work. This really sets the tone for the quality of this map. SCMapDB page Author: Robootto Date of final release: 2003 Maps in package: 2 Map review of Fun Robo Run (originally posted on SCMapDB) by GrandmasterJ | December 31, 2021 | 1873 characters      This map is called fun robo run. It is not fun. It has nothing to do with robots. Running is optional.      The map description says that there is a broken lift in the map but a second spawn point bypasses it. This map is dominated by that problem. The broken lift does indeed stop all progress from the initial spawn point. I took the description to mean the spawn point updates during the map, I should have known better. If you spawn at the point before the lift, you'll have to kill yourself to get to the second spawn point. Which happens to be right in the middle of some gaps the player has to jump off later in the level. This causes play

1742 - Dunkelschwamm

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      1742 is a historically themed map complete with redcoats vs. . . .some other army, I don't remember. The map looks great but unfortunately does not seem to work properly. SCMapDB page Author: Sence Date of final release: 2011 Maps in package: 1 Map review of 1742 (originally posted on SCMapDB) by dunkelschwamm | November 27, 2021 | 1824 characters     I'm really not sure what to say about this one. On the outside, it looks like an ambitious map: there are custom models, the map opens on a cutscene, there is a clear attempt to create a unique mod atmosphere and style all to itself, and there is a fairly impressive battle setup which plays out with varying levels of success.     As my friend and I attempted to play, one of us has a gun and the other did not- this made little difference, as he was unable to fire the weapon anyway. The battle commenced and we were separated by an invisible wall from the action. A wave of bluecoats overran the redcoats. After this action grind

1742 - GrandmasterJ

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      1742 is a historically themed map complete with redcoats vs. . . .some other army, I don't remember. The map looks great but unfortunately does not seem to work properly. SCMapDB page Author: Sence Date of final release: 2011 Maps in package: 1 Map review of 1742 (originally posted on SCMapDB) by GrandmasterJ | November 27, 2021 | 1205 characters     This map looked promising, it has a bunch of fun new models for both enemies and guns, and it boasted five missions. I never got to play the other four missions because I think the first mission broke.     So my teammate and I eventually end up in a firing line, or behind it at least, I have a gun and he does not. Neither of us can approach the enemy army and we watch helplessly as our army and the enemy exchanges fire. I can't shoot the gun I have, he never actually gets a gun, and there is an invisible wall blocking us from even getting close to the other side. The enemy army kills us and we can't do anything about it.