Review of zeromancer. Reviewed By MJCS-gTFC-.
[10 September 2004]
Half-Life Multiplayer (Deathmatch)
Hugh 'Hugh' Lloyd
To quote the author, “it’s a facility of some sort.” The thing that sets this apart
from other indoor dm maps is you can see that there is a way out of the building,
although you can not get out. I do not play that many deathmatch maps my self so
go ahead and laugh at me it I may seem strange.
Hugh did a very good job of using an assortment of textures. There is no place in
the level where a certain texture is over used. There is a nice variation of the
standard Half-Life texture PAK. Although there are some points in the level where
it could have used a bit more color, I have to say it was very well done. I could
only find one mis-aligned texture.
Lighting in the map did not cause any problems. You do not have light coming from
an invisible lamp or anything like that. Where ever a light entity was placed, so
was a over head fixture.
The map used some water near some pipes. It seems that this map could have used
a few more extras. The only other effect was steam coming out of vents. Adding a
few more things might help to set the mood of the map a little better.
Weapon placement is well developed in the map. The author did not put too many powerfull
The overall size of the map is quite small which allows for some intense game play.
It is about the size of one of the smaller standard HLDM maps.
Overall this is a great map that creates a solid deathmatch. The only thing it really
needed was some more textures in spots and just to fix the one texture problem.