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|Additional Links:||Func_Msgboard •|
|Type:||Single BSP File(s)|
|BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:|
|Full completion of the map.|
Files in the ZIP archive
Green HaleSmall green temple map using a custom texture set. It also features a custom skybox and the map source is included.
Tags: small, green, temple, textures, skybox, source
Editor's Rating: no rating (yet)
4/5 with 37 ratings
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Okay, this is a beautiful map. I found the navigation a bit confusing in a couple of places, mostly because I didn't recognize some of the doors as being doors... new textures threw me there. But this is a short, sweet map with interesting challenges. May be a bit too liberal with powerups early in the level, but honestly I was pretty short on ammo by the end.
A bit cartoony, but a very cool new set.
Lots of great curvy brushwork and enjoyable Makkon textures. Also some splendid ogre positioning and equally good use of fiends. Cool map and a really nice first standalone release!
This map was very nice. The textures used gave a really nice atmosphere and I quite liked the brushwork. The map flows really well too, with decent use of downtime between bigger encounters, and it gave me that cool looping feeling of uncovering shortcuts but in a short timespan. Very solid effort!
Didn't like the doors, they were not obvious doors and having them closed all the time made navigation harder than necessary. Too many secrets? But such fun ones.
I'd love to play a whole episode of this, the unique style reminded me of ikspq.
Great map. Excellent pacing. Not much more anyone could ask for.
Nice looking map with cool theme! Very well balanced. But we got a big problem playing it in coop using AD 1.7 final - Gold key is not present at all (i saw YT video)! Also further some door cannot be open (with Shambler and Silver key). So we noclip 2 times to finish it. Anyway thanks. Make more with that theme!
Vodkins, if you use the AD mod on maps not meant for it you will get issues with them, is not an issue from the map at all.
Played on skill 2. All killed and half the secrets found.
The brushword detail was above ID maps and the textures well used, the layout was mainly linear leading to a previously visited hub a few times, combat was hectic on skill 2 due to extra zombies, direct, 2D and straight forward, encounters were direct with few teleports and some monster closets. Health and armour amounts were around ID maps and ammo amount was lower than needed to kill all the enemies, requiring finding secrets or monster infighting if intending to kill all. Lighting was well achieved and secrets were enjoyable.
This map is a good play and pleasure to the eyes, but brushwork side feels too coherent, like it was done with a professional mindset and not much extra creativity was put on it, even if it is not boring or repetitive at all. On the gameplay side there were some awkward placements, with some enemies placed so there was no way to enter in the room before they were heard and force the player into the entrance, and some that were too far away to be threatening, but overall was good. Secrets were an strange thing, as some were not secrets even if marked and not hidden, and on skill 2 the ammo in them was needed if intending to kill all.
Small, but lovely. It's novel to look at, and the combats are nicely judged. Progression is quite clever too, with decent re-use of areas. Very solid.
First standalone release? Congrats, really solid.
There were a few combinations of terrain + monsters that I really liked, such as when you come through a door into a valley with raised ledges on either side and an "ogre balcony" at the far end. There were ways to break the sightlines to the ogres, the grenades bounced around in fun/alarming ways, and you could step up onto the ledges to try to avoid them. The RL secret related to that area was a nice reward too.
I guess I would repeat what a few other folks have said... it seems like the secrets were required to feasibly complete the map. In my case (skill 2) I would have been hosed without getting the MH/Quad secret when I did. As it turns out everything ended up feeling just challenging enough, and finding the Quad was a great feeling. The paradox of "useful secrets"...
Keep it up!
Very good looking map, the level design makes sense with good movement flow.
The run is pretty cool too. :^)
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I really enjoyed the brushwork and texturing here. Nice flow and lots of fun secrets and combats!
Keep up the good work and thank you!
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Did you read the file's readme?