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Author: | human[rus] |
Title: | Early Autumn |
Download: | autumn_sp.zip (4e3cc6b9de27affd2dacc85a2a407c74) |
Filesize: | 1612 Kilobytes |
Release date: | 20.02.2020 |
Homepage: | |
Additional Links: | |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
autumn_sp.bsp | 3598 KB | 20.02.2020 |
autumn_sp.map | 2913 KB | 15.02.2020 |
autumn_sp.txt | 1 KB | 20.02.2020 |
autumn_sp.zip
Early Autumn
Large, spacious and somewhat empty castle with a focus on unusual shapes. The map source is included.Note: This map requires a source port with increased limits.
Tags: surreal, debut, medival, large, medieval
Editor's Rating: no rating (yet)
User Rating: 2.4/5 with 9 ratings
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Nice map, but game-saving is bugged.
This has very unique architecture, which is both a strength and a weakness.
The brushwork is often interesting, as in the screenshot. And the architecture, with its mix of somber interiors and crisp but not-too-bright outdoor areas, creates a distinctive autumnal mood. The map lives up to its title.
Yet almost all of the rooms and hallways are huge, so it's easy to pick off enemies from a distance or run right past them. Apart from one clever ambush near the start, the combat is devoid of surprises. Also, ammo is relatively tight, so players who are less accurate or less conservative will frequently run low.
I'm impressed that the author managed to create such an aesthetically distinct map for his debut, but I hope he puts more emphasis on gameplay in future maps.
JMP's review was great so not much else to add here but figured I'd chime in since I did play it. The author had some neat ideas here for architecture and environmental feel and an interesting use of a trigger_jump in the first arena. Unfortunately the ideas don't amount to much in terms of actual gameplay and many of the areas feel too large and empty. Overall a unique first map and better than many first maps but will definitely be interested to see what this author does next. I hope they keep their interesting ideas about architecture and continue to refine on that and on gameplay.
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Did you read the file's readme?