Tuesday, November 03, 2009

Nuclear winter for Opposing force


Level name: Nuclear Winter

Author: Loki's mission (Mr White)

Release date: 15 July 2002

Size: 22 896 ko

Number of maps: 27

website: None anymore

alternative download:

In the early 21st century the U.S. fight several anti-terrorist campaigns in the Middle East. Bickering in the world community over the morality of these campaigns eventually leads to the withdrawal of China and Russia from the U.N. Even NATO is divided and it soon becomes obvious that America's only real support comes from Great Britain.

In 2009 the league of Arab nations invade and occupy Israel. The U.S. and Britain come to Israel's defense but it is a struggle that will eventually be lost. China and Russia are supplying arms and troops to the invaders. Tactical nukes are used in the offensive marking the first time nuclear arms have been used in war since WW2. Six months later, India falls to Pakistan. The world is in a state of shock.

In 2010 Russia, China, Vietnam, North Korea, and the entire Middle East form the Eastern Alliance. They quickly expand into most of Europe, Asia and Africa. Since they possess a large nuclear arsenal plus most of the world's oil supply, no countries, including the U.S. are in a position to oppose them. A cold war sets in that would last for 7 years

It is suspected that the Alliance, headed by Russia is working on cloaking technology. It is rumored that they have discovered a way to bend light, making it possible to render things invisible, such as troops, weapons and even missiles. Despite their best efforts, U.S. scientists are unable to crack this technology.  This would prove extremely detrimental.

In January 2017 the Eastern Alliance launch an attack of cloaked nuclear missiles upon major cities and industry in North America. The U.S. is helpless as all but 2 of its retaliatory missiles are shot down. What's left of the free world watches in horror as Eastern troops invade American shores in an attempt to occupy the country. Even though most of the command structure has been wiped out, the Americans aren't just going to roll over. A fierce fight ensues that would last for months. This is where you come in. Corporal Adrian Shepherd, a soldier with grit and determination.

Review :

Intro: this is not the first try from Mr White in mapping I gave a some solid experience from a first pack review also on this blog called escape for Quake 2 to two interesting mission for Half-Life and a bunch of multiplayer pack and maps this seems to have been one, or even perhaps the last release. It has a good storyline, well interconnecting use of HL and OF and some custom content include music, texture and voice acting

Design: the mapping experience from the author is quite high already so you will find the best out here from outdoor to indoor places, with some interesting cutscene non repetitive expeirence without those hallways that get you boring, the use of custom texture and skyboxes, especially for the city part create something totally new, lightning is also really enjoyable like all those trigger effects that will happens while you progress. The experience really provide a well balance progression: barney will help you on some places on other you will need to travel to complex ,city, or even mountains without to forget to put here and there some well thaught puzzles also visualy enjoyable.

Gameplay is really well fitting with the design of the mod, the progression is mostly linear and oriented to combats with a perfectly placed ammo and health the experience is really immersing without causing any frustration even for the jumping sections and especially the radioactive one (second screenshot). All those cutsenes really add some breath to the mod and try most of the time to immerse a little bit more the player. Another interesting use of what can be implemented is the cooperative part with your squad ore some barney will help you out for your progression the minor flaws in that most of the time they just shine from a corner or a helicopter without any linking storyline.

In conclusion: Certianly the last release from Mr White that really use all the skill he has been implemented for arround 5 years to create this final opus. Even if everything is really enjoyable in this mod it's perhaps a little to classic regarding what came out the past 5 years and that's why it certainly deserve a 9 out of 10 but not more. I think it's still certainly one of the best mod for Opposing force

Playtime:2 Hours 30 minutes

Rating: A B C D E (89%)

Monday, October 19, 2009

Poll 3: would you like some build game related stuff reviewed here

the title was:

would you like to have some build game related stuff reviewed here ?

here are the result :

Not a great encouraging vote regarding the possibility to add build game, sothat I think people don't really care about and let me the choice to add them or not...my actual point of view is simple for the moment I don't have enough spare time to add classic review (like the one already present) so I will certainly in the close future not add those build games but perhaps this will get some evolution in 2010 or even after

I have also a quite mixed filling regarding both actual blog i'm taking care of:
first i'm pretty proud to have reach arround 5000 hits to my blog in one year (4000 for WWspmapcorner) I wouldn't thaught that so much people could pass by my blog thanks to all In addition to this 100 reviews have been added in arround 3 years witch is quite consistant
second i'm pretty disapointed by the fact I don't find enough spare time to play and review stuff this principaly because I actually more and more being involved into rally simulation and second that my private life also need some more attention than before if I don't want to ruin everything

I don't have any actual possible poll in mind to submit, but when I have one I will add it.

thanks for your visits

Friday, October 09, 2009

Arkanian for Quake2


Level name: Arkanian

Author: Mike 'Jerkoff' Daugherty

Release date: 7 March 1998

Size: 1 678 ko

Number of maps: 3

website: None anymore

download: from Talon's database


With Stroggos in ruins and Makron and his body destroyed, you have now crash landed on Afeitazar, a military base built into one of the barren rocks in a nearby asteroid feild. Fitting, this military base is inhabited by Makron's twin brother, ARKANIAN.
ARKANIAN and his forces have but one mission:
***To destroy planet Earth.***
With Stroggos destroyed, Afeitazar is rapidly plummeting towards earth,as there is no gravitational pull holding Afeitazar in orbit.
ARKANIAN is not located in the military base as we first thought, but in a large Space Station that is using Afeitazar as a shield to get close to earth, where he will activate the doomsday device equipped on his station.
As long as ARKANIAN stays behind the asteroid, Earth forces will not be able to stop him.
**Your mission is as follows:**
As Earth's only chance for survival, you must infiltrate the military base on Afeitazar. There is only one point of entrance into ARKANIAN's space station, and Intelligence reports that it is heavily guarded. Find it, and enter ARKANIAN's lair.It is probable that you will encounter ARKANIAN and you *will* have to kill him. From satelite images, we have determined that once he is killed, you will have access to the doomsday device.
Once you have disabled the device, the space station will become unstable.
This is all the information we have right now, and it is unclear whether this station is equipped with escape pods. It is very unlikely that they are present, as this station was built to serve only one purpose.
Good luck, soldier - This mission may be your last...::::::::::::::::::::::::::::::::::::::::::::::
**Some information that might help you in "The Final Trial":
SAVE the quad that you get in "Ruins of Arkanian". It will help GREATLY in the final level.

Review :

Wouw it's over ten year that this one was produced the author shifted after to half-life mapping but i really lost it's trace. This one consist of a small episode featuring 1 major map intro and outro boss experience. the author didn't put as much effort as he would in this release so that he think this one isn't perfect and could have been really more developped but if you want something to be perfect there is never an ending to it's development.

I will be honest I was quite impressed with this release trough it's layout and architecture even if it's not that perfect, really creates something close to the original game but totally from scartch with a good storyline effect enjoyable texturing and quite a lot of travelling in a non linear way the experience isn't to much repetitive and alternates in the way we like puzlles and combats

Gameplay was perfectly balance with the progression and the weapons you find increasing the challenge while you're travelling; there is no secret to find and this is perhaps the only disapointment objective are well put along the expeirence to keep you busy all stuff (enemies and features) are well place and at the right moment to prepare you to the end battle that add the prefect challenge but without falling into a boring impossible ending.

In conclusion: this is the typical expirience i like it's well balance regarding design and gameplay and as a reasonable playtime certainly part of my best map for Quake2.

Playtime: 40 minutes

Rating: A B C D E (89%)

Thursday, September 24, 2009

Induction for Half-Life


Level name: Induction

Author: Hazard team
Release date: 1 August 2009
Size: 18 943 ko
Number of maps: 8

website: None

download: at planetphillip's page

Author's note


Review :
In this one you will like in the original game, take you first day for your new just at Black Mesa, there is no combat it's a more original approach not taking in mean the fact that an accident could occur and so evreything seems to be working well today at Black Mesa...is it really?

Design except for the last part really takes advantage of what was seens before in the original game (2 of the 8 maps visited comes from the original game) and certain addon that started the same way. There is no outdoor area and you will just travel to get you suit go to the test chamber en so on several event will occur to give you some side event. Design may look repetitive simply because the theme is one of the most visited in the Half-Life history but there are no major flows and the test chamber will add some new touch in the testing approach. All this experience comes with a lot of voice acting sadly in russian (witch for non native speaking may sound a little frustrating) but also with some under title in english that try to add a different spirit an especially brakes the strict ambiance found in the original game (this ones seems more like an actual research center were all people are working together without too much preasure). Gameplay is quite limited ther is no combat nor complicated puzzle it's simply your first day of work like in real life without any really bad surpise

In conclusion: his time the approach is different you'r on a classic day of work without no real bad surprise it's short sweet and is perhaps, I just hope, a first introduction to something more consequent to come.

Playtime: 30 minutes

Rating: A B C D E (74%)

Tuesday, September 22, 2009

Lost Coast for Half-Life 2


Title: Lost Coast

Author: Valve

Release date: 27 October 2005

Size: ?
Number of maps: 1

website: official Info

download: to get it just go to you HL2 steam folder and download it

General Info:

“Half-Life 2: Lost Coast, a single-player level custom-created to showcase High-Dynamic Range lighting (HDR) in the Source engine, is available now to all owners of HL2. As a technology showcase, Half-Life 2: Lost Coast’s system requirements are very high. During installation, Steam will prompt you if your system does not meet the recommended configuration. We hope you enjoy it.”

Review :
I never took the time to play this one before for to major reason (A bad bandwith connection and regarding the approximate size I wasn't that motivated to get it and most of the people had a mixed feeling about it and especially because since it was coming from valve as a techdemo everybody was hoping for something really interesting
This one was especially design to show dynamic lighting and for sure directly at start you have a wide open marvelous view a little submerged by the sun right in your ice you recieve a brief mission from an older fisherman and so starts your experience...Design is impressive causing my configuration (4 years old) to sufer from a drop in fps not dramatic but a little frustrating the climbing enhance the total view and lead you to the top village where your mission awaits you in a beautiful church where all the lightning effect shows it's advantage through windows
Gameplay is really simple: eliminate the combine protecting force, destroy the bombing system and escape back to the old fisherman through the special design of location and especially through the climbing combat, it may be a little enjoyable but this won't really add a lot of playtime (that can be spend on a more tech exploring qwest) to this quite short and easy experience.
In conclusion: after all those year this one doesn't really feel out of date but also I won't consider that waiting so long to play it was a shame. It was a little fun, provide some really good looking views but really felt too short in gaming time to let a memorable feeling.

Playtime: 20min

Rating: A B C D E (75%)

Wednesday, August 12, 2009

Poll 2 : For wich game would you like to see more review

the title was:

For which game (non-Half-Life) would you like to see more review

here are the result :

Thanks to the 17 voting people for encouraging me to continue this poll system, there are some interesting info that came through the follow up of this poll

the first option what multiple choice so you could have vote for diffferent game at the same time...but most of the people only use a one vote choice.

the last four people only voted for Q1 which didn't revieve anything before

another interesting suprise is older game reseive a lot of vote and especially quake serie

I Know which orientation I could give in the future for my blog and thanks ones more for you help with this ;)

So it just increase my opinion for the third Poll:

Would you like to see some build engine games review here ? (game such as Duke Nukem, Shadow Warrior, Blood, Redneck Rampage)

Friday, July 24, 2009

Curse: Episode 1 for Half-Life 2


Title: Curse : Episode 1

Author: Curse team

Release date:
28 may 2009

Size: 240 047 ko

Number of maps: 3

website: official website

download: at filefront

Author's Note:

Curse Episodes is a Half-Life 2 single player total conversion : a mix of physics based combat, puzzles and exploration. In the first episode you can explore an egyptian necropolis and kill mummies, monsters with a morning star. Curse Episodes is a Half-Life 2 single player total conversion : a mix of physics based combat, puzzles and exploration. In the first episode you can explore an egyptian necropolis and kill mummies, monsters with a morning star.

Review :

Whoaw, when I saw the screenshots of this total conversion I was really impressed by the high quality view and thaugh I would give it a try as soon as I could.

Design is really from great quality in term of general layout and developpment (new monsters, textures, colors and features) the aim is to create a kind of egyptian experience more base on spirit effect and exploration in order to solve puzzle than real epic battles. You progression wil be catch by the wonderfull layout it's so impressive at the first look that you just stay in front of you screen and enjoy the instant. Attention has been put in everything great texturing impressive egyptian architecture, movable/breakable objects the color theme puzzles associted with 'colored theme' chambers and the mix between enemies and puzzles you will need to solve

Gameplay was perhaps a little be put in downward in my opinion simply because the objective is different from classic HL2, here like in an egyptian temple you will mix puzzle solving to access new locations and this agremented with some enemy fight base on a kind of spirit effect not that easy to use. then you will wonder what next to do do you really need to travel way back or is it just close to you actual progression you will more and more deliver access to new room but the complicated inteconnection (which seems totally justify by the egyptian theme) will make you catched attention decrease slowly. For the ambiance event if it comes with a perfectly suitable music theme, the real immersion missed something ( a toarch light progression, traps affecting you progression and some oppressing feeling). The project was perhaps a little to ambitious to integrate all those interesting stuffs without loosing a little of you attention for as long as the experience will take place.

In conclusion: visualy this modification is really tremendous with great reward through music and visual, sadly for me the easy way to get lost not knowing what to do next in addition with the lack of trill and fear created a downtrend attention while progressing...the main reason in my opinion was the fact that the team didn't focus on some choice but wanted to cover all new idea that came up and shine like THE stuff to add.

Playtime: 1 hours 30 min

Rating: A B C D E (87%)

Friday, July 17, 2009

Death Rebellion for Doom3


Level name: Death Rebellion

Author: Kris 'Skul' Tennant

Release date: 16 Mai 2008

Size: 31 399 ko

Number of maps: 9

website: author's page

download: at map factory


This is a remake for an episode I made for the original DOOM, which I never released prior to this. The original DOOM version has been included in the .zip (dereb-DOOM1), except it looks a bit better than my first attempt.This episode includes nine maps and difficulty levels. Feedback is appreciated. I'm still learning how to make good-looking maps; I know mine don't look professional. Give me feedback on the gameplay rather than the aesthetics for now, please.

Review :

I don' t know if the author really respected the original doom 1 episode, but I suppose he did

Design was quite simply builded up, architecture was correct but basic at first with squared room interconnected by some hallways, most of the level are small and finish quite fast except the two last ones. the general layout and detail increase with progression attention to texturing is good but lighting could have been better, there was some event produced like with those surprising happening that can show up in doom3 custom maps, they add certainly somevalue to this mini episode sadly to much dedicated to indoor gameplay.

Gameplay is simply oriented, there is no real puzzle just some key hunt and fight, there isn't use of the PDA or on screen objective, You simply need to access the exit button room. and this make you progress from level to level untill the two last boss levels (because there are two squared single room with pillar and boss fights). This is something I personnaly hate to turn arrond and fight in a nearly impossible beating mission...and so if my feeling grew up during the seven firsts levels, it just let after those final levels a dispointing feeling...

In conclusion: I didn't test the converted episode using the original wad, I focused on the classic D3 episode and exit this 9th level experience with a mixed feeling some good design with good gameplay for the 2/3 of this mission but a boring ending fight that didn't add any enjoyable expeirence really destroyed my first feeling ...

Playtime: 45 minutes

Rating: A B C D E (62%)

Tuesday, July 07, 2009

The search for wulfhere for Quake2


Level name: The search for wulfhere

Author: mats holm

Release date:
29 August 1998

Size: 702 ko

Number of maps: 1

website: None

download: at deacons tomb


save your best friend wulfhere not to be a zombie,
then kill general egon. (to save the world)

Review :

when you read the txt you have some doubt about this one beeing a single player experience and indeed it's well interconnected and design to propose a real good frags arround. It also come with a surpsising single player experience with quite good looking design layout.

Design even if first dedicated to deathmatch is quite well done an above average in a symetric layout oriented on a impressive egyptian theme (regarding several detail and the only use of regular texture) It's a quite small map but provide some huge architecture not only in term of brush but also regarding atmosferic size of several location and especially the end battle place...but remember it's at first a deathmatch map so it's a quite limited and repetitive design especially in term of hallways and intercoonection.

Gameplay is simply oriented on the pyramid key qwest and the final battle (really challenging regarding your weapons) the amount of enemies is limited like things you may grab...so it's just a short experience that mixes all... a little above average.

Inconclusion: short, surprising, enjoyable.

Playtime: 15 minutes

Rating: A B C D E (78%)

Friday, July 03, 2009

E.T.F. for Half-Life


Level name: E.T.F.

Author: Jan 'Fresco 'Ripper

Release date: 24 December 2007

Size: 5 018 ko

Number of maps: 3

website: author's website

download: at author's page

Author's note

E.T.F. is a short mappack for Half-Life 1 containing three action-packed maps. The story is yet another What-if-scenario that takes place in good old Black Mesa. Initially it was created for a single player contest at thewall.de.
Since I had to finish this one very quickly I re-used a lot of old stuff. Some of you will probably recognize some parts of the maps from my Lost source maps package.
The contest project however has never been completed, so I decided to release E.T.F. as a standalone episode. For more information, please refer to the included readme.txt!

Review :

This is the second release from Jan and even if a short and not as good as it's first release it's certainly an enjoyable one. It take part in black Mesa 12 hours after the accident and you only aim is to find a way to escape...it's challenging in some part and well put together to motivate your qwest.

Design is like in the previous release from Jan, well put together, your progression is quite obvious with a lot of trigering element but not that much puzzles, the author puts a lot of attention in adding a huge amount of detail like the sandwich on the table customized posters and so on even toilet has it's own quite up to date design. This mission is only taking place, except the last cut scene, indoor . The general layout really take in advance all quality of HL engine and add a lot of visual effect to immerse you into this small mission..it's certainly not perfect and limited too much to the way you progress with lots of closed door but it's enjoyable...

Gameplay is straight forward with no complicated surprise except the ones dedicated to the fightings...but this make this mission certainly enjoyable by adding some difficulty. all stuffs are well balance except perhaps the ending that close this mission just when it's starts to be enjoyable.

In conclusion: Time of trouble was an enjoyable mission and for me even if this one was not that much immersing you, especially because it was too short it certainly lets you a good filling after you finish it and that is for me the most important.

Playtime: 20 minutes

Rating: A B C D E (77%)

Sunday, June 21, 2009

Space Lasercore for Half-Life


Level name: Space Lasercore

Author: Tommy "Tlax" Pettersson

Release date: 27 August 2004

Size: 1 052 ko

Number of maps: 1

website: author's page not updated since 2005



You are Gordon Freeman and you are now a soldier in the administrators MR.G-man army.You base is on a space station, A attack on one of the earth installations send you on a mission.

Review :

Tlax came up to half-Life community with a impressive release in 2004 called Timefall (check is website) after no other major release was done but a lot of small put together things especially for the TWHL competition were done, they were always short but really impressive, with a mix between puzzles, cutscenes and well put together archtitecture, this one is certainly not an exception, I'm especially impressed by the map size...regarding all what it contains.

Design is perfectly using the feature of Half-life, starting with a small cutscenes and after a mission briefing before you jumps into action with the help/protection of barney, the architecture is the grunt base theme but imaginative with as major highlight the laser core. the attention to detail and layout makes your progression enjoyable with help of allies and some (tricky) puzzle.

Gameplay is quite hard but weapons and ammo are there to make you rush through this map trying to protect Barney even if puzzle are not that evident it certainly add some intesting thing on what to do next, use of custom and original content give a good fluidity to this somewhere short release.

In conclusion: I didn' t find any trace of this one even not on the author site it's defenetly a 'Hall of Fame' one at least for me .

Playtime: 30 minutes

Rating: A B C D E (92%)

Saturday, June 13, 2009

Small Pile of Gibs for Quake2


Level name: Small Pile of Gibs

Author: William 'Spog' Joseph

Release date:
20 August 1998

Size: 2 076ko

Number of maps: 1

website: here

download: at 3dgamers edge


*Mission background*
A long range scan from a TCM battlestation has discovered a newlybuilt Strogg installation hidden in the mountains to the east ofCerberon. Further surveillance reveals that the Strogg are usingit as a resource for their war effort, and taking advantage of the natural geological features: Essentially they are pumping uplava from deep within Stroggos' crust, and using it to melt thetip of a glacier that is creeping towards the installation. Thiswater is then pumped out into the natural streams and rivers,where it flows down to Ceberon and provides an invaluable supplyfor munitions and vehicle factories.Obviously removal of the installation would help the TCM attackforce, but a defence system around the mountains prohibits anaerial attack, and the dangerous terrain prevents ground forcesmoving in. Thus we are using subterfuge and taking advantage ofa brief maintenance period, when the installation is less activeand minimally guarded. We have encoded two data CDs with a hugelydestructive computer virus, which when used on the installationcomputers, will annhilate the operating systems. This allows usto shut down the installation, without the need for a wastefulphysical assault.You will be sent in via a drop pod, targeted at the upper areaof the installation, very close to the control computers. Toprevent the Data CDs being revealed if you are captured(unlikely as the installation should be almost deserted), theyhave been dropped to nearby ledges surrounding the top of theinstallation. Thus you may have to do a small amount of searchingto find the CDs and apply them to the installation computers.Once this is accomplished, you should return to your drop podand activate a homing beam that will trigger a teleport fromthe nearest TCM battlestation - the drop pod has just enough powerreserves for this, so don't waste any juice once you land.I would wish you luck marine, but the simplicity of this missiondoesn't really warrant it, as there is very little that couldgo wrong - easy in, easy out!!

Review :
I won't be different about any other review done on this one, This is THE LEVEL for Quake2 even perhaps the best sp level ever, there is nothing that impressive in it and if you look to some part, building or the whole montain, it's quite classic but when you will finish this one the only word is a WOUAW. It's difficult to explain bu when you make a map you have some idea to put in and on a certain point you won't be able to push you idea futher due to the limitation of the engine or the complication you may enconter. For this one the author knew exactly what he could do and manage to do it in the perfect respect of mixing all argument needed to build a map, he wasn't good to do several things but the whole thing like all of us dream to make some release was made...
Design is perfectly put on the industrial base design that is so good for Quake 2 experience with a complex castle/base designed into the montain with water, caverns, buildings and so on it's so huge and immersing that if at any moment you fall down or doesn't find what's next you may turn arround for quite a while, area after area your only mains objective will get on your nerves...but when will i be able to finish...and when you find an item or a solution it's only to a small step forward, all this was done with only original featured with is another remarkable touch

Gameplay is also brilliant with over 200 stroggs the challenge is everywhere without any hords attack but respawning and enemy placement was also perfectly manage, like weapons items and health given you at the best moment it can, In addition to this map you can also sneak for 8 secrets zone well worth to find and add with the perfect realism touch. Finally this huge and tremendous work come also with a technical perfect fitting balance you won't experience any slowdown, attention to perfectly fitting view will encourage you in you qwest and will release the 'conceptual grandness' of this one while you progress. Exept for the map done by Billy boy for duke nukem i never saw something comparable in a one simple unit.

In conclusion: William have produce what a lot of mapper never did before the nearly perfect map: it's huge, complex, enjoyable and so good looking that it's certainly the one you should never miss.

Playtime: 1 hour

Rating: A B C D E (98%)

Wednesday, June 10, 2009

Help Wanted for Half-Life

***Previously reviewed on my french blog***

Level name: Half-Life : Help Wanted

Author: Bryan 'Zouave' Dillow

Release date: 31 October 2000

Size: 9 768 ko

Number of maps: 10

website: author's page not updated since 2001

download: At author's page


according the author's page the mission just started as you apply for a job just after you recieve you degree. The offer follows:

Sanitation Engineer
Immediate Openings for full time position in laboratory setting. Ideal candidate must be able to handle vigorous w
ork schedule, possible overtime, and pass drug screening and background check. Hazardous Environment Suit to be provided to you on site. Please apply to the Human Resources Department, Black Mesa Research Facility.

and so, It's your first day at work. The job is simple enough, put on your HEV suit and head over to Sector C. If somebody spills something, clean it up. What could be easier?

Review :

Black mesa... never heard about? this mission is then what you are looking for to travel to complex that become similar through one of the most popular game from the last decade...Your new position is a sanitation engineer, so put on your suit and jump into your first day a labor everything is running well for you first day sadly for you just on the moment you are close to the experience zone something went wrong and so the accident happens.

Design is a lot inspired by black mesa, perhaps a little to much and lovers of this theme will cetainly appreciate it while other will just complain about 'another black mesa' experience... The design is well manage there are a a lot of detail really enjoyable (but you could easily be lost through the extension of detail that makes you take the wrong way) and will really catch you attention through your progression, this really give some good remembering the author also add some custom content through texture and skybox ( a bunch of them are available on his website).

Gameplay will directly immerse you with the original intro scene, after a good mix between search and puzzle, that can easily orient you gameplay if you didn't find the pied de biche (perhaps it is no available), if this is the case you only way to survive the first part is to run... after the challenge will increase with you progression but never with frustration, everything is well balance and will make you progress to the outdoor area that just stop your progression with future possibility since the project was abandonned

In conclusion: Even if it's not completed it's cerainly an enjoyable experience to play through and a recommanded experience for all half-Life fans.

Playtime: 50 minutes

Rating: A B C D E (82%)

Saturday, June 06, 2009

Ubilitus for Quake 4


Level name:Ubilitus

Author: Victor 'EFX' Lundberg

Release date: 07 July 2006

Size: 43 952 ko

Number of maps: 2

website: here but dead?

download: at map factory


None mentioned, it's a classic mission with two main objectives: first regroup with the rest of you team and take the elevator, second shut down the power and escape through the transport bay

Review :

This is the second experience from EFX with mapping after a map made for doom3 that was quite a good suprise. Ubility is something more consistant with not simply mapping but also some coding and scripting to let the player be immersed in a well put together experience.

Design start slowly with a basic design and layout in a linear way that is quite crafted and limited in term of environment to the way you progress, after the design become more complex and fitting with more inteconnectivity, the progression make some backtracking, the bad suprise are here and there arround the corner, the internal lighting and the perfect colored touch Quake 4 can provide shine through those new areas and so the player got better and better immersed while he is progressing. The use of elevators is this map add something that was for me only well used in some Half-Life modifications, the squad experience is also something that let you progress with a better feeling. The author add here and there some extras below a ladder behind a corner like in all those old FPS where the quest for secret places add a interesting touch, some autosave and cutscenes are also present to better prepare the player for what comes next...sadly you will only see the outdoor through several view at the end but will never be able to make some outdoor battle.

Gameplay is mostly base on the shooter aspect there are no puzzle to solve here and only a few activating button that make you travel form place to place...it's mostly a battle from you (and you squad in the second map) against the evil forces. health and weapon are well placed to make it challenging but never to complicated and this until the end battle a little bit thaugh but not that difficult. The interaction with you squad is really a good point because it can support better challenge through more enemies present at the end it's perhaps a little too classic but it's still fearly enjoyable for arround an hour of intense immersion

In conclusion: For a second release of the author it was certainly a success perhaps too oriented to combat and limited only to indoor environment but regarding the playtime it was really enjoyable and well worth to play.

Playtime: 1 hour 15

Rating: A B C D E (92%)

Thursday, June 04, 2009

First Poll : What's your favorite Science-Fi FPS Serie

the title was:

What's you favorite Science-Fi FPS serie from all time

here are the result :

I would really like to thanks all the people (20) who participate to this first one and hope they enjoy sharing their opinion with me.

there was no real suprise for me and just put in evidence that through the viewer of this blog, Half-Life serie is the most liked...I wouldn't really expect it to be so dominant...

for the second poll I will take this first one to orient the coverage of this blog that is not only dedicated to Half-Life serie (even if both make the most covered maps & mods) but also to other FPS game.

For the second Poll I will Just ask you to make a (multiple choice) on other game you would like to see reviewed more often (duration of this poll will be two months

Sadly I'm limited in choice sothat I could add Build game that I may cover in the future if people ask for so the third Poll will be dedicated the the Build Engine games ;)

Please if you choose other just post a comment to tell me which one(s)

Wednesday, June 03, 2009

Calamity for Half-Life 2


Title: Calamity

Bobby 'Spas12' Cardona

Release date:
28 may 2009

Size: 94 047 ko

Number of maps: 5

website: author's portfolio

download: palnetphillip's page

Author's Note:

Half-Life 2 calamity is an exciting new addon to the Half Life universe. Battle the violent combine regime, obliterate zombies and Xen creatures, and learn even more knowledge surrounding the rise of Earth's benefactors. Calamity is around 1-2 hours of solid gameplay filled with tense combat scenes and puzzling conundrums mixed within the deteriorating setting of one of Earths last thriving cities - City 17.

Review :

This time there is a consequent pack to be added to this Blog. The story behind seems to be from the classic half-life bottle, during the accident in black mesa you where teleported to city 17 you mains objective is to progress through the city and access the hiddenbase...for the rest I won't spoil the ending...Even if I didn't really understand what really happening at the end.

Design is really above average (not constently) but still for me average, the attention to detail the way different enviroment where mix, the general ambiance through custom music everything is here present to make this mod shine through your eyes, the only mixed feeling is that you always feel to be oriented in you progression there was never an alternative route it's straight forward (especially regarding the outdoor part) but it's not monotonous and you never want to stop until the end which is a gage of quality. The author gives you also some break through radiotransmission listening with custom voice, which even if not from perfect quality and perfectly fitable through it's content was well used to give the player a break.

Gameplay gave me more a mixed feeling even if it was well set together, some places of battle where quite challenging to be close to provide some frustration (especially the loading screen part,the sniper area and the descending jump part of the fortress) puzzle where negligable even if the hall with those red containers didn't directly shine to what was the task to do and certainly make me waste 15 minutes to figure it out, for the rest everything flow together to really keep the player perfectly busy, not always in the best way through those bad surpise like for example the exploding barrel in your face when you open the access corridor or those sily respawing fight that keeps you busy without any other choice than to survive...

In conclusion: In general, it was an enjoyable release that has certain repetitive flaws that could provide more frustration than enjoyment if you prefer to solve puzzle instead of shooting combines but thought it's light custom content, above average design and quite efficient playtime it's certainly a recommanded one... not highly but still recommanded one.

Playtime: 2 hours 30 min

Rating: A B C D E (89%)

Thursday, May 28, 2009

Old building for Chaser


Level name: Old Building

Author: MortarMan

Release date: 01 April 2007

Size: 5 549 ko

Number of maps: 1

website: none

download: here


This one seems to be a short beta unfinished of a Chaser map, you need to infiltrate a a complex building were you objectif is to kill the mafia boss gameplay is quite challenging with well placed enemies regarding the way you progress.

Review :

Design is certainly too squary and repetitive you progression is made by floor to floor using the destroyed elevator cage, pay to attention and detail isn't that good too, lighting is nearly forget so that there isn't much to save regarding design it's just a poor map thay lacks design attention and detail...to even frovide some bugs like the ending.
Gameplay is pretty challenging and will old you busy for quite a while regarding the map size, the way how the access to floor is dedicated make it quite challenging to progress to even frustrating, there is no real mission except to kill all enemies. Weapon, health and ammo are spread just like it should to make it challenging, but for the rest there isn't a lot to talk about...

In conclusion: Not really sure I should review this one but regarding the fact that this one is part of a not enough coverage really enjoyable game, I thaught it might be worth to add it...event if it won't let any great memories.

Playtime: 25 min

Rating: A B C D E (51%)

Wednesday, May 27, 2009

Enmity for Quake 4


Level name:Enmity

Author: Jordan Hirsch

Release date: 11 December 2007

Size: 23 825 ko

Number of maps: 1

website: here

download: Author's page


Enmity is a single player Quake 4 Mod focusing on creating an interesting boss battle utilizing a standard Tactical Strogg and slightly modified A.I. base code

Review :

For this one the author worked for his project at the guildhall more on coding than on creating something classic, the new 'coded' enemy is well created and add a kind of chase gameplay.

Design is quite limited to a succession of 5 places to visit, in a classic way with some intersting touch like the starting scanner or the automotive ladder, for the architecture it's perhaps a little too squary and not enough 'tube and vent' if you understand what I mean lightning is correct like detail placement even if a little limited in my opinion.

Gameplay is the interesting part of this release, you will chase a guard from place to place that has a quite good acuracy and a life indicator for witch,everytime you reach the end, will make him escape to the next place, where with a different weapon, he will try to defeat you. Ammo and health are in large amount so that event if the gameplay has a more chaleeging touch it won't take you a lot of effort to defeat him. It has also to be noticed that some cool ambiant music will follow the 'boss progression' making it even more enjoyable

In conclusion: Yes I know it's too short like most of these descent release from the Guildhall... but, one more time you will have a short enjoyable moment playing you Quake 4 game .

Playtime: 15 min

Rating: A B C D E (72%)

Wednesday, May 06, 2009

The Plague for Half-Life


Title: The Plague


Release date:
16 March 2009

Size: 6 657 ko

Number of maps: 1

website 1: author's page

website 2: other author's page where I found this map

download:author's page


None,The author Just submit this map to Half-life.ru contest "Level-design"

Review :

Yes I know another short release But this one, like Kaspberg's releases, really creates something different. You can easily link this one to quake 1 and perhaps some inspiration, but I'm not sure if the author got influence, from Shaun [Kona] Ross .

Design has a good looking architecture, with impressing texturing, in a way to create a route to your nightmare, attention to detail like those flying weapons and the gold rune with the addition of some scream and barrrier traps want to reproduce what we can find in some quake mission with a certain succeed.

Gameplay is also a lot influence by quake, pay attention when you pick up something because those zombies, alien slaves and grunts, Bullsquid and for an ending some alien controllers will spawn and cause you some nasty surpise, there is also at least one secret place. Progression is a short mix between activating button an backtraking to open new area. Ammo and health is exactly what you need to make it like it should be, at least for me...

In conclusion: The ambiance and the quake style feature really create something special, it's not that great because it's certainly too short but certainly put in front of our eyes that there is, there in the far east, a community that certainly old a lot of those interesting maps.

Playtime: 15 minutes

Rating: A B C D E (85%)

Sunday, May 03, 2009

Research & Destroy for Half-Life 2


Title: Research & Destroy

Clancy Powell

Release date:

Size: 3 958 ko (bsp file)

Number of maps: 1

website: here

download: author's page

Author's Note:

Re-Search and Destroy is a single player Half-Life 2 level that takes Gordon Freeman through a Combine research facility to cripple the Combine's teleportation research efforts. I focused on creating both interesting combat situations as well as narrative elements that would give the player a sense of purpose, a sense of place, and motivation to keep playing. This level was used as a test level to collect data for my thesis: Importance of Story in Single Player First Person Shooters.

Review :

I will certainly continue to pop up those small Guildhall release, they can easily be criticize but I know (suppose) that most of the people that plays SP release just are looking for something new or forgotten even if it's not that great or prefect.

Design is lets say the 'less that it's needed', you start from an outdoor area then will need to enter a building to free one of you mate and clear all combine force. So the outdoor looks ok but seems a little clanky, and the indoor area is a collection of romm you need to visit from floor to floor with switch activation in a real middle classic way of design it's a expeirence intended to be short where the author tells he use 140 hours to create this map.

Gameplay is quite well oriented with some detailed info by on text message to tell you your mission (it's perhaps a little bit too detailed and I would certianly prefered some voice recording).
Combats are way to easy regarding the ammo and health you can find or recieve, the progression use enough back track to prevent from making this one to linear but still misses something more original that some simple console activation to make you progress. The good point is that trough the map all event that will happens seems really to obvious, expect the end...short but unwaited

In conclusion: Another short experience with classic design and gameplay nothing really perfect or estonishing, just perhaps an interesting ending.

Playtime: 10 min

Rating: A B C D E (67%)

Thursday, April 30, 2009

Underhalls for Opposing Force

***NEW!!!*** added some info include author page

Title: Underhalls


Release date:
27 February 2006

Size: 993 ko

Number of maps: 1

website: author's page

download:author's page

alternative download:


None, it's just a remake for opposing force of the second map from Doom II

Review :

Another short release for Opposing Force I don't remember where I got this one but found it worth to be added to Sp map Corner

Design has certainly more an arena approach in a concrete mixed with HL theme Design, it's quite limited but well done with some good architecture and layout . the attention is correctly put together with some custom content. A fair design for sure.

Gameplay is a mix between trigger, hunting grunts and speical squads with lots of respaw to add some 'living time' to this short map, it's perhaps a little to small with tiny area that doesn't really provide place to make the hits deadly simply by the fact that combat is quite close. appart from the combats it's a simple travel from place to place to activate trigger in a non linear crossed progression it's quite obvious and has only as aim to find an elevator exit...and that it

In conclusion:A short arena style release well enjoyable for a small experience limited to a quite restricted place.

Playtime: 10 minutes

Rating: A B C D E (64%)

Tuesday, April 28, 2009

No Freedom for Half-Life 2


Title: City 17 : No Freedom

Author: Brandi Alotto

Release date:
19 June 2007

Size: 3 922 ko

Number of maps: 1

website: here

download: author's page


None mentionned but it's part of an invidual guildhall project ( cohort 5), made for their graduation terms.

Review :

Another short example of people who will be working in future gaming company are able to do .

Design has a good external feeling in a night city under combine's control. The outdoor architecture is quite enjoyable, more than indoor and organized in a quite squared area the main objective is divided in 3 parts: rnter the main building, search for a switch, get to the roof to escape. The indoor is build in a classic way according an everyday house that has been transform as a general head quatter of the combine force, it's just a succession of room with general layout that are well interconnected even to outdoor by windows, it has a maze feeling so that you will perhaps not directly find the next thing to do.

Gameplay is typical FPS progress and kill to escape, you will encounter lot's of combines respawn when you travel back, you will open all door to find what to do and access to the rooftop to escape there the challenging is well put together with combine reinforcement, trip mine drop (I think it's one of the first time a see this in a custom map) and a strider to need to be destroy to exit the level. the ambiance is perhaps the small thing that is missing in this release like a little bit more scripted progression.

In conclusion: In a standard design way, the author succeed in ceating a average experience hightlighted by the end combat.

Playtime: 20 min

Rating: A B C D E (71%)

Saturday, April 25, 2009

Mechanized death for Opposing Force


Title: MECHANIZED DEATH: An Army of None

Author: Jed Kirchner

Release date:
15 August 2001

2 248 ko

Number of maps: 4

none anymore

download: Atomic gamer's download


None, just a small make from scratch with no real storyline just another escape from black mesa with an opposing force point of view

Review :

I quite like a ll release from Jed and just nothice that after a lot of good quake 2 mission he also did some experiment with HL even if he appologize a little for the triger/scripting event that isn't really is cup of thea.

Design Has some great looking area with a mix a let's say corridor, hallways and pipes (perhaps a little too much) the design has certainly a touch that I like when I play custom maps it's certainly a good feeling to travel and to shine up in a huge open area that easily create a interesting atmosphere this happens several time and i like it. From the general design it has a lot of Quake2 touch and especially the last elevator/exit zone all in all it's well interconnected and enjoyable to travel through.

Gameplay is the classic one linear progression, increasing little challenging combat. and some small puzzle mostly triggering. In a mix with the architectured it's really enjoyable but defenetly too short

In conclusion:A good mix between design and (too easy) combats gives a short but correct gaming experience that it's worth to be played.

Playtime: 20 minutes

Rating: A B C D E (75%)

Sunday, April 19, 2009

Rosa-sewer for Half-Life 2


Title: Assault on a Strider Base : Rosa-Sewer

Author: Jennifer Canada

Release date:
15 June 2005

Size: 3 931 ko

Number of maps: 1

website: here

download: author's page


None mentionned but it's part of the assault on a strider base guildhall project ( cohort 2), made for their graduation terms.

Review :

I really like those small guildhall mission they are most of the time short and not perfect but finally it produce a correct playtime enjoyment worth to be mentioned.

Design is good with well put together area and a same grey_dark theme that add a certain touch to this map (like if the experience that take place in this hypothetic future was set in a polluted...distroyed environement where people don't really have the will to live). The general theme is base upon concrete sewer and interconnection, some 'on text' messages will lead you through this maze not only focus on a self floor gameplay but with lot's of up and down progression and also adding some outdoor area.

Gameplay is quite easy with metrocops, combines, headscrabs...so classic enemies. Puzzles are limited but make you progression oriented in a non too linear way and will lets you be busy for a short thinking time. The ambiance is perhaps what lacks to this map not a lot of sounds, voice messages would add a better immersion into this unit, and some more challenging place would also have increase the interest of this map...but it's not really part of the main objective of this map which is to mention to teacher the knowledge of the hammer engine.

In conclusion: A short enjoyable experience that lacks some more combats and a background ambiance.

Playtime: 15 min

Rating: A B C D E (68%)