Black Mesa

Black Mesa

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bm_quest
   
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4.124 MB
5 jun, 2015 @ 5:48
1 feb, 2016 @ 22:14
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bm_quest

Beskrivning
Sequel to bm_dungeon_crawler

Your Town's Generator has broken and you must repair it and steal a Power Module from the Army Base.
Explore two dungeons with different enemies and weapons.

To run type "map bm_quest" into the console
Please leave constructive feedback and have fun.
22 kommentarer
Avant-garde 28 mar @ 7:44 
Not bad! - Army base was a little bit challenging! (We should utilize revolver at long range & shotgun at close range to save our health)
Itami 7 maj, 2023 @ 17:38 
it's interesting, there's not much health and the ending is not so good
AnomalousBob 24 aug, 2020 @ 4:50 
This was... something .

The building is okay, it's what you'd expect from amateur map makers (that is in my opinion, I am not a map maker!!), the concept opens up a comedic perspective that, at least for me, later on is not well fulfilled (I mean, an underground town with 4 dorms connected to a monster cave and a secret military base?) apart from the fact that, for me at least, there are way too many enemies for way too little ammo, especially at the military base. I kept trying until the frustration was so high I just cheated my way, it'd be useful to have something to combat them! :egon::stream::stream::bms_headcrab:
vodkins 21 jan, 2020 @ 9:19 
Too simple and short...
ShadowDeathBlade93 27 aug, 2017 @ 12:27 
I did two videos of your maps to show how hard you worked on them I hope you don't mind that too much man
Flammable 26 jun, 2017 @ 1:15 
Well, what could i say. That was pretty fucking booring. But hey, maybe it's your first maps, maybe in the future you'll make high quality maps.
Magnuzera 25 mar, 2017 @ 8:00 
MEIO CRAP
u b i l λ m b d λ 18 nov, 2016 @ 10:34 
I agree with other criticisms. Definitely better than prequel.

I hope you can improve AI and put more medkits in your maps :)
JCGemX 2 nov, 2016 @ 3:51 
@Joy: well said, I agree,and like they say"Variety is The Spice of Life".
CrackISwack! 24 jun, 2016 @ 7:26 
I notice a pattern in a lot of your maps, compared to bm_bravado or Communications detour, maps made by others, your maps need to follow "Valve's philosophy" of gaming like those other two maps I mention.

You seem to focus WAAY to much on flat areas and corridors, be more crazy with the terrian! add multple floors players can see, high areas to give the illusion of a large map, and add enemies above and below to increase that illusion even more!

Why do you think Valve ad barnacles? or love elevaters, cliffs, and tall buildings for soldiers to stand above you or far below you?

Immersion! :D