You had to get the balls from a beam of light, and I don’t know if there were any energy balls “displayed” in the beam, or if the beam was so bright I didn’t see them, but I was stuck here for very long. There was a part where you had to put energy balls in things-so-advanced-I-don’t-know-their-name. This was the only part I actually disliked though. The area was a bit too open for my liking, and the ship shaking like a drunk father who has just lost his son to his ex didn’t help either. I didn’t really like the “Shoot” part as much. I liked how chaotic the “Run” part was, with a lot of energy balls to dodge and fire to avoid.
It was clear to see what section was done at the moment, but the sections did not feel disjointed. The map could have used a lot more optimization though, I had an instable framerate throughout the map. It also had a great Alien/Aliens atmosphere, with even a Xenomorph type creature appearing. The map itself was very well done and looked really good. Well done on all the custom stuff! There’s more of it than actual HL2 stuff. Iit gives me a ton of hope for Map Labs as a whole, and I hope we see more crossovers in the future for them. Sad note to end the Ville on.Īll and all, this was an excellent Ville, definitely up there with FusionVille, CoastVille, and the original RTSLVille as one of my favorite mapping competitions. Even Rat’s Den at least had a unique arena at the end, but this is just… boring. Very disappointing, and probably the weakest entry overall. Too much cover, not enough movement, just essentially a shooting range. The RPG crate is in a room to the side you can just sit in and fire at the heli over and over until it dies. The helicopter just sits there, barely moving or adjusting.
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If Ultracold is an example on how to do a Helicopter RPG battle right, then City Escape is the opposite. No real action, or substance, just moving from point A to B while a helicopter tries to hit you with it’s wildly inaccurate gun.įinally, there’s the helicopter battle itself. It features a helicopter that seemingly doesn’t understand how to drop mines, only vaguely following you through a bunch of straight canals and rivers. Then, there’s an airboat section, which i’m guessing is the actual “Run”. Then, Shoot is a bunch of tight corridors each with only one to two enemies, who can be mowed down before they can react due to the range involved. Just kinda… boring? It starts off with running from incredibly slow moving Combine APCs, moving through a bunch of empty rooms until you get to “Think”, or in this case, use explosives of both varieties to clear forcefields. This map is… okay? At best, it’s okay, really.
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