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Author: | Andrew 'than' Palmer |
Title: | Round The U-Bend |
Download: | dm5rmx.zip (e7053b9cbe9717f380553650817fccaa) |
Filesize: | 2225 Kilobytes |
Release date: | 10.12.2012 |
Homepage: | |
Additional Links: | |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
dm5rmx.bsp | 4279 KB | 10.12.2012 |
dm5rmx.map | 1863 KB | 10.12.2012 |
dm5rmx.rmf | 8065 KB | 10.12.2012 |
dm5rmx.txt | 10 KB | 10.12.2012 |
dm5rmx.zip
Round The U-Bend
Small base/industrial-style map. A reinterpretation of the original DM5 - part of than's ongoing DMxRMX series. The map source is included.Tags: small, base, industrial, cistern, dm5, remix, remake, source, toilet humor
Editor's Rating: Excellent
User Rating:
4.4/5 with 33 ratings
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As always another clever use of tight spaces from than! Keep em coming!
But a spawn in the very first room? That ain't my idea of fun. (In fact the only time spawns are fun are when you look down on them from the top of a deep pit, and you have plenty of grenades.)
Of course that's a matter of taste, but to be fair, that spawn is not too hard to deal with (and I'm willing to bet I'm a far worse player than you). The map gives you plenty of space to manoeuvre, and it's not like the spawn is right there with you as you enter the map. I'm not a fan of spawns either, but I do think they can work well in environments like sewers, when used in moderation.
As for the map: I found it to be decent and fairly enjoyable, but it's not nearly in the same league as aspsp2 or aspsp3, and I thought negke's dm456sp handled a similar theme much better. Enemy usage came across as pretty artificial. I did find an unexpectedly interesting and bizarre secret in the final area, which was nice.
I should probably add that this is decidedly more of a 3 plus than a mere 3 to me.
Great design elements and reuse of the space in DM5. I played on Skill 1 but still found the first two thirds of this map to be quite difficult, owing to a lack of ammunition and health.
The final part of the level felt a little less well-designed that what had come before, but was better on the game play front.
There were a couple of times that I was a bit stumped about where I was supposed to go next.
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Did you read the file's readme?