336def30a0be434c60fbabb19f06eff2c04d7433469da4d22e9c1a2a5e7166a3

336def30a0be434c60fbabb19f06eff2c04d7433469da4d22e9c1a2a5e7166a3
overall_rating 2.3125 16

Forum thread for basetunn

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

felt empty, didn’t find any nail gun. No secrets

[User added a rating.]

This map may not be winning awards for its looks (which, for the time, are decent for what they are), but the gameplay is quite solid in my book. I liked the various neat ideas, like the switching lights that illuminated my path and the setting up for the ambushes. The button hunting puzzles weren’t bad, either.

Overall, quite a bit of scripting and care had gone in to this map, which I approve. My biggest gripe would probably have to be the shamblers which weren’t really used to their full potential.

I dunno, the map just felt tight and flowed well for me, which is why I feel like rating it 3,5/5.

[User added a rating.]

I agree with Esrael on this one. Quite a bit of scripting and interesting concepts were applied and there was definitely a flow to it & a decent challenge. It’s not the typical hallway-room-key-door-repeat setup, which is nice. Yeah, some of the texturing choices are quite odd (like a plywood door) and misaligned, but I think it’s far from “poor,” especially for an early '97 map.

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]