Garry's Mod

Garry's Mod

Selected Action Maps
Selection problem: The maps are BAD.
I left a comment elaborating on my gripes, but I feel I'd much rather leave the criticisms here.
Map #1:
Somebody didn't learn what restraint is.
While the aesthetic is a 10/10 (totally not my Machinegames Wolfenstein bias showing here), the amount of enemies you are dumped with is simply RIDICULOUS if you can't take care of enough at once, much less with the HL2 weapons you're supposed to be using.
Me and my best bud only had fun at the end section because I busted out a DoD:S TFA machine gun and blasted away, but yeah, a good custom HL2-based campaign this was not.
Also, the cops that were supposed to bust through the ceiling glass just... didn't. Their bullets went through it though, making this a HELLISH experience at parts.

But this is NOTHING compared to what was to come...

Map #2:
No excuse for this...
A parkour map relying on jumps. What could go wrong? Logically, a lot.
While I chalked up my excess of deaths even on a CO-OP game w. my best bud to my parkinsons aim in shooters, the true extent of the problem became apparently section 4 with the water blocks.

Invincible Hunters pelting you with flechettes are not fun. Even base Half-Life 2 figured this out, allowing the player to take them out with grenades, turning their later sections, especially in "Follow Freeman!" into a fun balancing practice between dealing with ground troopers, shifting from cover to cover, and taking out the ranged shooters. A compromise that turns a simple annoyance into a 3-front battle for survival that worked in HL2 IS possible!
Which the maker of map 2 never figured out. The invincible Hunters you can't fight back against are simply not fun. The Manhacks would've already been enough.
But that's not all.

Section 4 with the water blocks was my breaking point, as they're not nearly deep enough for ANY margin of error in your movements. This precision platforming WOULD Work... if there wasn't a constant pressure to change your position or be painfully ground to ashes by the invincible Hunters. Either they whittle away your health shot by shot if you try not to fall, or rush it and fall off. No in-between.
Oh, and don't forget the insulting leap of faith over raised water block at about the halfway point... in a map suspended over a deadly void. That was fun.
No way to see if it's safe, or where to aim, just a dead end to get killed by the Hunters.


Oh yes, that final boss section with the Gunships exists too, in which the only way to win is by pressing buttons using the tiny red lights previously only used as decor, in a map with zero interactive elements like this beforehand...
And when you respawn and are teleported, if you move slightly forward like you no doubt will used to HL2/GMod, you WILL fall off into the endless void. It's not like rotating the teleport exit about 90 degrees to have the player facing where they have to go, the platforms, is an easy, flick-o-the-wrist solution...
During which we arrive at an easy fix for EVERYTHING!: How about you take out each Hunter as you progress through the map using the little buttons like it, so at the end you know NATURALLY to press them for your benefit, as well as taking care of the main whip snapping at your back through this martyrdom so it's actually complete-able?


After such an awful experience as map 2 (added to slight lag on my end causing me to phase through a platform or simply not make my jumps,) out of energy and done with it, we didn't even get to map 3. Enough for the night.
So this all begs the question: "Selected Action Maps," which implies manual handpicking by another human being for good quality, for what selection parameters? Existing?

bad, so bad :secretweapon_hoi:
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Showing 1-9 of 9 comments
TL;DR: Selected Suffering Maps :demoticon:
I totally agree with you! The author is an idiot and can't write la carte code without DeepSeek.
This discussion feels so over dramatic lmao.
Originally posted by bearishplane17:
This discussion feels so over dramatic lmao.
Would rather this than a robotic wall of text to explain exactly what's wrong.
Originally posted by Charmyzard:
Originally posted by bearishplane17:
This discussion feels so over dramatic lmao.
Would rather this than a robotic wall of text to explain exactly what's wrong.
True that!
map 3 is just a maps in a port, the main problem is the ''puzzles'' that are shooting some buttons, but the time given is like 8 seconds, when all of these buttons are very BUT very far away. also there should be a gravity gun, there IS NOT, the apc part is painfully, the way to defeat it is with the tiny bombs, there a few explosive barrels.
the final part about of a facility with a train is glitched, there no way to get out of the last room, use noclip in a direction, also there a hunter like map 2 but this time will chase you while you get bombarded with grenades and a lot of soldiers everyroom, ALSO turrets, ground and roof turrets, while the hunter chasing you him throw manhacks INMORTALS and hunter light make you blind.
impossible map for just no god mode, use god mode for map3 or you will install other game
As for me, Shootbang is much better than this piece of code, which can only work for Ukrainians.
give link of shootbang, if is a campaing
Originally posted by TMTx Demmon:
give link of shootbang, if is a campaing
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3008347203
Here, it's much better than the Selected Action Map (the author of which gave up on optimization and started playing politics)
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