Tuesday, April 24, 2012

Fate reversal for Half-Life

***New***
Level name:Fate Reversal

Author: Mikko Sandt

Release date: 7 June 2010

Size: 35 248 ko

Number of maps: 10

 website: here

alternative download: here

Review :

and so it begins: "What if Freeman weren't held in stasis during the portal storm that ravaged the Earth and caught the attention of the Combine? What if Freeman had a chance to prevent the Combine invasion from ever materializing? What if Freeman could reverse mankind's fate?" this is a small abstact from the author's page at moddb.

I need to mention that Mikko, who I know virtually for more 10 years, ask me to be part from the beta testing team for his release which I really consider as an honor (regarding the amount of people Mikko knows  from all the forum he visit) So I did my job and played this one for 3 times without any boring or frustration putting in adavance that it was fun to play through but after I never could find the time to replay it after beta stage for a review now nearly two year after it's done.

Design: was great looking, I know how not to difficult a level construction can be with the duke nukem editor but everytime I wanted to go to those other type of Editor included wordcraft I was totally lost and unefficiant to do sometime correct except a squared room, so Mikko estonish me already with a  good quake1 level (here) and one more time with this new episode for Half-Life it took him 3year on and off to create something really good, he should be proud of that.
Mostly all the stuffs that are necessary to create a good package his here present cutscene, new textures and skyboxes, models,sounds everything is present except perhaps some new weapons or music.
The archticeture is also well put together in a not linear way with traps and tricks and a good variety of texture and details (door and other stuff could have be a little bit more used,  in the other hand vent grids and lights source could have perhaps be a little less used but that's part of the author choice and if you look to every tiny detail you never finish you work...There is a good mix between outdoor and indoor, animation, battle scene and even some travel with a truck or even a vessel...the experience flows perfectly in a quite wide environment and also with a good variety to layout with doesn't disturb the storyline.

Gameplay is quite difficult to juge after you play it more than one times but in medium skill it's perfect, lots of time I had nearly no life left but enough to survive and find some rewards the progression is not complicated and objective seems quite evident I never encountered any frustration through my progression, open place your are visiting look sometime a little boxy in therm of overal view but in compensation most of indoor area are perfectly put together so that the travel through this episode is enjoyable.

 In conclusion: Mikko is really able to create anything you want with any editor avialable and this with a great skill...If you never play one of his release it's never too late and why not starting with this one.



Playtime: 1 hour 10 min

 Rating: A B C D E (89%)

Saturday, April 21, 2012

Dead Memories for Quake 1

***New***




Level name: Dead Memories

Author: Scampie

Size: 1 854 ko

Number of maps: 1


Author's website: here

download: from quaddicated

Description

Non given from the author in the txt file

Review :

This time you are in an industrial base or a classic action packed experience that will turn in a original way because of the malfunction of a portal that will bring you unwanted enemies from the past.

The theme of this single map is Industrial base mostly and is really neat, texture is perfectly use to create a good floability attention is also put to detail and everything you go across like wall screens bring you a text message.
The progression through the whole base is well organised with a not linear approach and linked to the
finding of keys.
the background story is also a good point with the fact that a portal problem is bringing to the base lots of wierd enemies coming from past, this makes me think to several more recent game
Challenge is increasing with your progression but never brings frustration through unbeatable battles,
puzzle are just there to make you a little think evendow the first thing is to progess and kill, but if thinking and searching is part of your gaming pleasure then there are secrets places for you happyness.
I've got sometimes the feeling to have something quite new in Q1 in therm of storyline and the way to transcript it in a map
Gameplay is well balanced it becomes something challenging but never frustrating, enemy placement
and the respawning to put you in difficulty is well used sothat the experience flows without any
slowdown in interest. The progression allows you also to jump from place to place and try to find all those secret places

In conclusion: The author really is able to imerse you in a really enjoyable gaming experience
without using special stuffs or effects, in a classic way it's just nearly perfect



 Statistics on normal skill:    playtime 26' 57''    secrets 3/9     kills 128/128




Playtime: 30 min



Rating: A B C D E (93%)