Re: Marnamai's Final Submission

8
You really knew how to keep the action rolling along, and the level was large enough to accommodate for it. However, the combination and the numbers of enemies felt a little funky; there was no negative space in-between the primary action sequences (which are well-done and entertaining in their own right) so the whole level kind of felt like a shooting gallery. However, lots of work was obviously put in and you have an admirable bank of Hammer/Source knowledge. The final judging will be close I feel.

Also, it was quite the enterprising move to get early public feedback. I think it gave you a good leg up in the competition :wink:

Re: Marnamai's Final Submission

10
I enjoyed this map. It flows very naturally, and I liked the little optional secret areas scattered throughout like the 357 area at the beginning. I got a little confused at the strider sequence because I didn't notice the vent grate, and since the combine that show up don't advance into that corridor I was under the impression for a moment that I was meant to take them out somehow and find a path outside. Maybe if the entrance got blocked off with one of those strider blasts or something once the player gets inside. Not a big deal, though. I liked how you did the APC fight, although it could have taken place in a better arena than the narrow highway. Not amazing visually but the tight gameplay makes up for it. I'm also probably just bored of the HL2 style to begin with.

Really nice!

Re: Marnamai's Final Submission

11
So yet another case of forgotten cfg in the mod, damn.
I like how in the intro you present the player with an eye catching custom citadel, but wished there was at least a teleport sound, something to relate it to the competition?
Now here the stacking is used properly, you are shown a side area that you can ignore but if you stack, you will find an extra weapon and some suit.
Definitely has replay value as I tested this over and over and I hope I'm not biased when I say and feel that I can still enjoy playing it, like the gate puzzle is still nice, crushing police with a car is still nice, and there are nice little stashes everywhere that I enjoy finding.
The sniper is presented well to us by killing a zombie with it, and the actual sniper weapon is still cool to find and use. This was the highlight of the mod when I first played it since most mods just leave the unusable model lying there, and actually being able to use it after wishing this for so long was just wow for me.
Oh and another nice surprise was the APC battle since I thought they were only able to move backwards and forward, and the scanners re-supplying us was yet another nice touch.
Gameplay wise this is the best entry yet though I have 2 more to play. Layout wise it's just lovely, so many uneven corners instead of the usual boxy architecture, the use and re-use of space is well done, making you see it, admire it from different angles and traverse it in many ways. And having a mission at the end, a purpose, to help out rebels, upped the map/mod quality even more.

Re: Marnamai's Final Submission

12
I had a lot of fun playing this map! It was really well made, in design and art, I sure can never hate some HL2 mapping. It was damn hard though, I don't know if i'm getting rusty at HL2 but I sure did have a hard time playing. Overall though I enjoyed it.
Black Gold - Offically added into CS:GO via Operation Breakout.
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