Thursday, May 28, 2009

Old building for Chaser

***NEW!!!***


Level name: Old Building

Author: MortarMan

Release date: 01 April 2007

Size: 5 549 ko

Number of maps: 1


website: none

download: here


Description:

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

***NEW!!!***

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


Description:

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

***NEW!!!***


Title: The Plague

Author:
Scrama

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


Story:

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

***NEW!!!***


Title: Research & Destroy

Author:
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%)