Showing posts with label Half-Life. Show all posts
Showing posts with label Half-Life. Show all posts

Thursday, February 21, 2013

The Evasion for Half-Life

***New***
Level name: The Evasion


Author: Thobias 'Forcete' Fast

Release date:  4 January 2013

Size:59 625 ko

Number of maps: 6

website:  The evasion MODB apge

alternative download: The evasion

 Author's Note
What ever happened to Adrian Shephard after the mysterious G-Man conveyed him to this distant and segregated place?
The Evasion is a modification for Half-Life that takes place a few days after the Opposing Force ending. The player takes control of Adrian Shephard, the unsung hero from the aforementioned game, while trying to figure out a way to get back to his world.
The Evasion isn't a particularly ambitious project spanning only 6 maps (funnily it was supposed to be even shorter, like 3 maps, but I decided to expand it. Looking back I'm glad I did.) but I've always wanted to make a singleplayer modification for Half-Life and this is what I came up with more or less.
The Evasion isn't exactly an original concept either, it were actually born after I tried out Dark Operations, a singleplayer modification for Opposing Force, developed by Barry A Bollinger. It even starts off in a very similar way but the similarities ends once the player reaches Earth.


Review :

Design: the back ground story as nothing new and it's the simple approach of most of FPS experience survive and escape, this time the approach is perhaps a little original because you start on a xen world and after return to the center lab were the things will take place. Architecture is well put together by the author it’s not his first experience in mapping so the skill is there, sometimes places seems not that well interconnected and the non linear approach felt a little bit down because most of the time the alternative route are simple dead end route.

You will encounter lot’s of funny thing that are normally present in the original game …it can even be scary and challenging in some places.

It only lack some cutscenes ,a more open wide design that, for my opinion, sometimes suffer from claustrophobic area (tiny places full of detail that let you the impression to be too big to travel through them) and the architecture being sometimes repetitive with the squared crossing giving you a path to different hallways.

The author didn’t use a lot of new or custom content but this didn’t bother me a lot cause the atmosphere is well fitting the theme

Gameplay: Is well balanced perhaps a little bit too easy (but I prefer that) and everything is well put to make it an enjoyable gameplay. From jump to small puzzle, secrets area traps during daylight and nights and with an Opposing force approach regarding weapons and enemies. The ending is also original…the fact that there are for me too much hallways is perhaps the only negative point witch is not hopefully frustrating because there is no possibility to be lost somewhere

 In conclusion: Even if after playing this one I had a mixed filling, Tobias release a quite enjoyable experience in sort of Opposing force style but for HL, it’s a short but recommended experience but without an overflowing enthusiasm. 

Playtime: 40 minutes  



Rating: A B C D E (80%)

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%)

Thursday, September 24, 2009

Induction for Half-Life

***New***

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

None

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%)

Friday, July 03, 2009

E.T.F. for Half-Life

***New***

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

***New***

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



download:



Story

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%)

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

Story


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%)

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%)

Monday, March 16, 2009

Uplink extended for Half-Life

***Revisited from a french review I made in 2006***


Title: HL : Uplink extended

Author: MuzzleFlash

Release
date: 21 october 2006

Size: 4 566 ko

Number of maps: 3


website: at author's page

download: from author's page


Author's Note:

What is Half-Life: Uplink Extended?Well, it is my personal remake of the original Uplink, also known as the Half-LifeDemo. I did this remake because i really enjoy the original Uplink. First: it is thefirst "Half-Life" i've ever played. Second: I just love the atmosphere and its simplestoryline. Since im a mapper, i always look at other people mapping. In thiscase: Valve's mapping, which is kinda... bad. So i decided to make my own version ofHL: Uplink with interesting looking architecture. Gameplay and entity work is stillpretty much the same. There are a couple of changes here and there. I hope you'reok with that. And trust me, everything is build from scratch by my! So, if you enjoyedthe orginal Uplink, you gotta love my remake. ;-)


Review :

Like it's told this is a revisited version from the first 'official addon that was available with Half-Life (Kind of first demo that was made as a starter for Half_life and was after put back but remains on a HD so that it was added to the second or third official version of Half-Life)... I didn't replay the original uplink before reviewing this one so this review hasn't any aim of compare both releases, it's just what I thaught about.

Design was really enjoyable regarding this first official release from the author, It's really close to the official valve design but with a personnal touch, full of tiny detail, that want's to make this one nearly perfect and with no slowing framerate. You fast get immersed in this small episode with a more than enjoyable design a well as balanced theme, it's a mix between outdoor and indoor, lot's of interconnected trigger event, all in all in a non too linear experience.

Gameplay is also classic with an increasing challenge with some hot spot, mostly all enemies available in Half-Life are here present and puzzle will add what is needed to make this one not turn down as a simple grunt feast...The end is close to the first opus and let a certain doubt about some future follow up

In conclusion: A perfect challenging project that to try to rebuild an extend an original work from valve. MuzzleFlash totally succeed in this quest of the holy graal with a strong, enjoyable experience that will give you a memorable, perhaps a little short, experience.



Playtime: 40 minutes



Rating: A B C D E (88%)

Wednesday, February 25, 2009

FarCrab demo for Half-Life

***NEW!!!***


Title: FarCrab Demo

Author: Killermapper

Release date: 30 October 2008

Size: 28 536 ko

Number of maps: 5


website: at author's page

download: at author's page

link for future progress: at MODDB

patch for english translation:
just replace the Titles.txt file from you FCdemo2 folder with this one


Story:


I Won't tell you a lot about it, this mod is a slight conversion from Farcry. It contains a well detailed (perhaps too much) storyline that i won't spoil here

Review :

I was honestly surprise by this small demo that really introduce to an intesting experience ful of sea and sun.

Design is quite classic and create a good mix not too squary of a lost island. there is no real tremendous layout here and some places may look a little too repetitive but choice in texturing add an enjoyable fresh touch. It's still just a demo that won't add a lot through it's short playtime, but from what we see it's certainly promising

Gameplay is really simple and classic this was also not the real aim of this demo so that apart from finding your way and making some jumps, you won't encounter much to do here. just follow the on screen storyline and enjoy this small little demo

In conclusion: A nice and fresh touch fell with this demo, the progress of this mod is slow and constant and I just hope there will be a future update but nothing is planned in the near future...



Playtime: 15 minutes



Rating: A B C D E (70%)




Sunday, January 18, 2009

Failure for Half-Life

***NEW!!!***

Title: Failure

Author: Benoit 'DaMnation' Champagne

Release date: 16 August 2001

Size: 3 124 ko

Number of maps: 5


website: none anymore

download: at planetphillip

Story:

You have failed. the Nihilanth still lives. Fortunately, before your failure, scientists managed to teleport you to a secret lab. The problem is that a secret agency has constructed a special device, letting the Nihilanth come to earth. You must destroy this device, before the worst can happen.

Review :

This one seems to get some interest recently through several post at planetphillip, I decided to give it a try and was plesently surprise.

Design is conventional with sometimes some lack to detail but also in the other hand attention to design with innovative hallways and places...the author tells that he did some mapping for CS and he certainly got a good skill, the progression is not boring, gman appears several time and except some outdoor part and something more immersive for the player (with more on text message, voice acting or puzzles) that is missing, all the rest that is needed is present.

Gameplay is from the classic bottle with one or two seenes some traps and a streight forward progression well balance with combatsthat will make you progress to the nihilanth chamber. There is no real suprise it's just a succession of even and action that will lead you to the final goal with here and there some bugs (for me the mad scientist runiing inside me and make me stuck)...but it hold you busy with a fair enjoyment till it's end more thorugh it's correct gameplay that it's mostly oriented combat action.

In conclusion: it's a simply classic enjoyable release with nothing special for the short download (but who cares for this now) and the short playing time it's well worth to be played


Playtime: 45 minutes



Rating: A B C D E (68%)

Tuesday, December 16, 2008

Absolute redemption for Half-Life

***NEW!!!***
Title : Absolute redemption

Author: Maverick Development

Release
date: 01 November 2000

Size:
38 779 ko

Number of maps: 32


website: down

download: at planetphillip


Story:

It was written in the ancient scrolls of Xian that, during the last Crelat of Xen time, a portal would be opened between two universes and a being would cross the void and cause the second re-birth of Nihilanth, and all Xen would be drained of their lifeblood, their knowledge. And that, in this time, the Xen race would be oppressed by the armies from the far side of the portal.
It was also written that once the portal was opened, a human known as "Freeman" would cross the galactic transverse into Xen space, and set free the three sacred Telnorps, the guardians of the gate who had been captured from the ancient enemies of the Xen, the Zan from the Theldran galaxy.
And so it was that the prophecy came to pass, and the weakened Xen were powerless to resist an onslaught from the Zan. In the dawn of the first Ashaan of Xen time, the elders of the high council sanctioned an uneasy alliance with the perpetrators of the impending disaster, the Human race, in order to restore the sacred telnorps, and thus sealing the Zan gateway... forever.
The ambassador of the Alien Investigation Unit on earth was called upon to "redeem" the situation by employing the use of the very individual who had inadvertently caused the situation...

Review :

Before Wanted a western conversion for half-life (check it here) and after Drug-Barrons (one of the first interesting HL release Maverick Dev came with a huge release containing 32 maps were once more you will need to stop the evil machine!

We will say that the mission is divided in 3 separate ones with a final travel to xen, the gman will constently stay in contact with you through cutscene mission breafing and so on, so you will need to catch back in every mission the 3 sacred Telorps to close the portal on xen. so travelling through well thaught and design mission will keep you busy during a correct time.

Design is impressive back in 2000 r-speeds is really well manage by placing map change in the place they should, from the first mission that take place in the himalayan montain to a carnival full of impressive attraction witch reminds me from the first chapter of Blood: the criptic passage game to a end research complex, the design is really put on a high quality, attention to models was also well done and interconnectivity in a way you could easily be lost in a non linear progression add certainly a great touch to the management layout. There is really too much detail that could be described here that it's noncense to spoil them. The mix between storyline and the gameplay is for me really well handled and push you to play this one without no break which is for me really a sign of quality. The small break through cutscenes and briefing mission with a quite enjoyable voice acting (that is not always from the best quality), is enhanced by the personality of Gman and add even more value to the whole content.

Gameplay isn't that easy in fact that you could easily be lost or don't directly know what the next objective, regarding combats and traps they are well balanced to make it challenging but not frustrating, puzzle are mosltly absent or easy to solve but all those things flows perfectly to create a memorable mission.

In conclusion: like other production from Maverick this one is another enjoyable map pack that really create a new mission guided by the Gman i'ts for me also the best one and is defenetly worth to be play and replay especially regarding the details, effort and humour that has been put in it.


Playtime: 3 hours



Rating: A B C D E (92%)

Friday, December 12, 2008

Chronicle episode 1 for Half-Life

***NEW!!!***

Title: Half-Life: Chronicles

Episode One : Traumatic Experiences

Author: Radioactive Software

Release date: 9 August 2000

Size: 10 005 ko

Number of maps: 5


website: none anymore

download: at planetphillip

Story:

Half-Life: Chronicles once again places you in the boots of scientist Gordon Freeman. Trapped in the Black Mesa Research Facility, and pursued by humans and aliens alike, you must use your wits (as well as firepower) to stay alive. However, Chronicles takes place in what could be called an "alternate timeline" wherein certain events in Half-Life unfolded differently.

Review :

So i have still a lot of HL stuff to play and decided to give a try to several one that seems back then, in HL stoneage, to catch the attention... This one, release as a preview of upcoming stuff that never did tried like for opposing for to imagine at a certain points another storyline...for making this more attractive, there are some new sounds, weapons and texturing.

Design is great, you really have the impression to play something professional; texturing, flowability through the collection of maps is perfect (especially taking in account it was released more than 8 years ago) new weapons model are also fitting well, the architecture is well put together with a well balanced use of texturing from classic to newest one. The architecture and use or environment layout make it easily linkable to the original game but this is more a valuable comparaison.

Gameplay is also well put together more oriented on grunts combats (you won't see a lot of aliens) than on puzzles, progression is quite obvious and misses perhaps some outdoor area, there aren't a lot of stuff required to make you progress: from a moving element to a keycard all seems quite obvious, the G-man is always present and will in some place appears.
The travelling is mostly done by foot progression with the exeption of a memorable subway ride with some shooting that remind me from the experience that happens in movie like the Goonies or Indiana Jones first opus...but sadly the expeirence just stop abruptly with a 'to be continued...' on text message that never happens after this release.

In conclusion: Back in 2000 this first release from radioactive software looks really promising with a classic mission start used some original element but also a really good design...sadly there was never a sequel to it. for the one who never gave this one a try it's not to late and regarding the small playtime experience it's defenetly worth.


Playtime: 25 minutes



Rating: A B C D E (78%)

Friday, December 05, 2008

sp_valley for Half-Life

***NEW!!!***
Title :sp_valley

Author: [fpsb]agressor

Release date: 30 july 2008

Size: 4 977 ko

Number of maps: 1



website: none

download: at fpsbanana

Story:

none, but as author's note :"This single player map was created using prefabs from fpsb (this site). There are a house with garage and two floors and one waterfall. If you want to play on this map in multiplayer, please tell me about it in feedback. [I'm sorry, my english is not good enough))))"

Review :

Not a really old release (4 months) i found this one at FPSBanana it's quite short and just provide 2 main places there is no puzzle or objectives it's just a grunt feast.

The architecture even if not realistic regarding the house location isn't that bad, for the design and if the author only use prefabs it's then a little bit weak and also provide some mapping error like the lighting that appears in the mountain wall and the part of the toilet that is...out of the house. But in a way of just looking and walking through it , it's not really bad, and could easily be use for multiplayer purpose.

Gameplay is short not that intense and well balanced to create a short but not frustrating experiences, like told before there is no puzzle, no search just shooting (include a chopper)

In conclusion: don't expect to much from this one it's for me just correct enough to give it a place at 'SPmapcorner' for the rest don't blaim me if you didn't like it there is no aim just elimate all resistance and i didn't even find an ending ...


Playtime: 15 minutes



Rating: A B C D E (52%)

Tuesday, December 02, 2008

Half Secret for Half-Life

***NEW!!!***

Title: Half-secret

Author: TTK/Freeslave

Release date: 8 August 2008

Size: 5 597 ko

Number of maps: 5


website: none

download: at planetphillip

Story:

none, it's just a classic black mesa type episode with a good nostalgia feeling

Review :

Here is another recent release that came out during summer it's a classic straight forward experience that exactly begins as the official HL version but hand maded with the qwest following the same path.

Design is well handled with nothing really special and perhaps sometime a lack to details and a use of repetitive walls textures especially the hallways at the beginning, but after it's becomming beter, you get into the complex and the design will be more representative. Even if most of the part are not perfectly crafted or designed to be great eyes looking, it's enjoyable to progress into this sientific complex. There aren't a lot of new features (except some new wads) in this small episode but it's just about nostalgia so this wasn't really what we were looking for.

Gameplay was build also like the original game with a mix between fight, events and puzzles integrating or not some barneys (only for fights) to help you, it's well handled and balance to increase your interest with your progression. There is even a new 'aliens' weapon (i think it was the first time i saw it but i may be wrong), the experience quite obvious but i prefer it in this way than when i encounter lots of puzzle that frustrates me.

In conclusion: another interesting release from this year... it may looks too classic and perhaps you will prefer to replay the original game but for the not too long playtime and the effort from both authors it's another enjoyable experience.


Playtime: 50 minutes



Rating: A B C D E (80%)



Friday, November 28, 2008

outwards for Half-Life

***NEW!!!***


Level name: Outwards


Author: Visa "Zandramas" Alanko

Date of release: 11 August 2001

Size: 8 616 ko

Number of maps: 8



website: here


download: At plantphillip.com

Note : this one is recommanded to be played in easy mod except if you are really a good player and don't be bothered buy surronding spawning of enemies. The author told that you may encounter a problem at the last stage when you need to fall down by a vent and loose lot's of health points if you are below 40pts and no HEV points I juggest you to use god mod or simple take the quicksave kindly provide by guilfarry from Planetphillip -> here below



Story :

You are a Gordon Freeman in a time after deciding to take the chance, which G-man offered to you. First he commanded you to carry unidentified materials for researching to Black Mesa Research Facility in New Mexico. You arrive to laboratory and there should be someone to receive you, but you see nobody and hear only blowing wind. Something makes you think there has happened an accident or something like that again.You decide to take a little look around....

Review :

This release seems to have passed trough the wire of lot's of HL sp fan so that it just came out recently at planetphillip. The impression during the playing of this episode was really a mixed feeling, the author created something interesting at start but didn't put enough effort in general layout with oversized places laking details, big place looking to boxy, too much use of copy/paste without any change (the office hallway before the tank attack) but this was mixed with some interesting design and detail and some correct interconnection

Design is intended to be not repetitive but even if the author wanted to make a good mix between outdoor and indoor, the lack of detail and weak architecture design let sometime the feeling of visiting places that look quite similar but with different texturing. The theme is the most visited in hl release (research complex), but doesn't succeed in adding value to the original game, and this even if some place are well crafted and that some events or puzzles seems sometimes intersting (tank attack, 'clark lift' puzzle, end scene,...) they are mostly lost in the mass of the gameplay and doesn't really succed in highlinthing this episode.
Gameplay is really the sad part of this episode all fight and combats are not that easy and quite unrealistic with sad trap that won't let you a chance at the first try, the progression seems mostly obvious and puzzle,even if they seems quite well handled, doesn't add any value to the frustrating fighting gameplay...ambiance and especially sound seems more to lack so that you never really get immersed in the experience.

In conlcusion: this one was lost somewhere on the internet and is really intended for HL fan who likes to play everything, it's really not a priority...because at the end it let more frustration feeling than good memories. But you can only at it's advantage not too difficult regarding gameplay, in easy mode it seems ok and finally it will take you a little bit more than a half hour to be completed if you don't know what to do for this period of time in an evening why not give it at try but don't forget all the weaknesess mentioned.


Playtime: 50 min


Rating: A B C D E (58%)

Sunday, November 02, 2008

preMistake for Half-Life

***NEW!!!***


Level name: preMistake

Author: Ashkandi

Date of release: 12 October 2008

Size: 93 292 ko

Number of maps: 11



website: none

download: At plantphillip.com

Note : there was a prebeta available from this one arround one year ago even if the content can be related with this release the senario and mapping expeirence is totally different, so feel free to check it here

Author's Note :This mod will let us into a horroristic world in the Andrew Parker asylum and we will live through (or not) in the view of a mental patient. The mod’s primal object is not the insane bloodbath. The real object is to escape from the huge building which holds a lot of secrets.

Review :


In this release like in the preview one, you will try to travel to the exit of a kind of psychiatric hospital. The ambiance take some inspiration from classic movie but also from recent game like F.E.A.R. it's really what we can call a Total Conversion with new hud, weapon enemies and texture

After a small brief intro that seems to explain who you are, you wake up in a room and start you qwest to the outdoor. It' s dark and gloomy and the music like the atmosphere is perfectly fitting the theme.

Progression is mostly streight forward but correctly agremented by puzzle simple jumping ones or more difficult like the first one that make you search for a key under a plate. Flashing picture featuring blood and dead bodes will certainly surprise you at some time...you will so enter places that can only be exit by solving the puzzle (whish somehow is interesting in limitating the qwest or puzzle in a not too huge place), on text message build the story with your progression and the enemies you will face will also be put in ballance with the increase of power you got to distroy them (from a mess to a shotgun).

To be honest the design is quite limited in originality but limited to a psychiatric hospital seems perfectly fitting. the custom counted from alcohol bottle to enemies passing by the genral texturing is for me above average.

The gameplay is pleasant and not too difficult including the increase in challenge from start to the end scene is well balanced puzzle add what's needed to increase the palytime but without any frsutration of not solving them

In conlcusion: regarding the first opus (beta) i was hopping for the same sort of gameplay that i enjoyed and was quite surprise to find it even more enjoyable...with a good atmosphere mistake add something new to what we are familiar to play for Half-Life it's enjoyable fun and not too long...let's hope there will be a sequel.



Playtime:
1 hour 30 min


Rating: A B C D E (84%)

Tuesday, October 14, 2008

Reissues for Half-Life

***NEW!!!***


Level name: Reissues

Author: collective of mappers

Release date: 14 september 2008

Size: 101 891 ko

Number of maps: 30

website: here


download: At planetphillip

note: I used my classic Half-Life CD with patch 1.1.1.0 for the steamuser take the version here

Story:

Phillip's note :
Reissues is a collaborative mapping project that traces its roots back to Project Quantum Leap. The basic idea was to collect a bunch of unrelated maps and short multi-map adventures by authors of all levels of skill, both veterans and newbies, and release it as a single map-pack. There was no story; each map stood (or fell) on its own. The first Issues was the same idea - in fact it was originally called PQL2 - except that it used Spirit of Half-Life as the basis for it’s maps.

Review :


For the review I will take all part seperatly and try to make it not too long. First of all there is a hazard course, which isn't that great and after you may enter into the real game.After a short talk with the G-man choice seems obvious and here you are again to start some nex mission. There is a central place with access to different portal, link to each releases, when the mission is done you get back to this page and the portal you just came out will crash down. there is no orientation about the one that you will choose it's just on you hand. So here we go

It's Safer...by tottmaster_c


I Begin with this one, it's a short classic map with a good transposition of HL2 feeling you progression is obvious and streight forward In a clean design perhaps containing a little bit to much of hallways and squared places but the action is clean, so this doesn't bother you to much.This 2maps experience is quite short but enjoyable and features some intersting stuff like the new skin of military forces

note: in the first version it seems that there is a skybox bug to prevent this just at the start of the map quick save and quick load and this will be ok












rating: 7/10
playtime: 15 minutes


Cyan from Half-Life_Maniac



This second experience was really a perfectly well designed part with everything what is needed to make it intense (you know the episode you are just making a short break and after 10 minutes you return to it because you really want to know what's next). In this release you enter a planet base where something wrong just happens, Design is well put together and balance with clean brilliant architecture, small action behind doors or some scientist screaming, and a perfectly scripted scenario that let you the feeling that this base is so huge and full of connection that you could be easily lost or miss something (which never happens to me...). The progression is well organized with help of barney (with a great new suit) or with some sientist, puzzle are present like an end fight triggered and quite difficult (just have to wait for the elevator to open) This is the perfect example of what we look for with 4 maps and arround 50 minutes of gameplay...this is really enjoyable and recommanded.









rating: 9/10

playtime: 50 minutes



Encamped...by Dred_furst

Third part from this release if you simply progress in the classic hour progression. This one is a well balanced simply designed release, You are still gordon and need to go for another lab mission full of ambush, Inth is one there is a teleport to activate and this is the onlyway to get to the next chapter of Reissues. Design is quite classic with correct layout but nothing impressive, I didn't recognize any new stuff in this one. Progression is mostly streight formard and happens only in a indoor vue.
Gameplay is well balance with help of on the message that give an orientation to the gameplay highly enjoyable, traps and fights make the rest to make it enjoyable.












rating: 7/10
playtime: 30 minutes

Labcoat required...by Ansith

This one is the one that I like the less, it was quite short and build like the first map that shines nearly ten years ago... use of prefabs, places like the broken railway missing reality, simple forward gameplay without any atmosphere (voices or text), no real puzzle, nothing really new hopefully it's not too long sothat you don't have the possibility to get bored.










rating: 5/10
playtime: 15 minutes

Second Wind by Campainjunkie

This one is another good suprise I only know the author since he as post several (not enough...) review at Ten Four but din't know I could create something so good. Design gives a terrible fresh feeling in a conceptual grandness* with marvellous view, perfect texturing and good fiting storyline. In this release, that seems to be the longest in playtime due to mostly puzzle, you were abandonned on a coast by you former boss and you only aim is..vengance! In this way you will need to enter its fortified castle hanging on a mountain island. Design is really brilliant enhanced buy texturing, intro and outro cutsceenes and lots of perfectly crafted places that let memorable view that everybody could use as screensaver.
Gameplay is a mix between good fights and ambushes and lot's of puzzle some easy to understrand other not so witch can cause some frustration if you are turning arround for quite a long time thinking in the wrong way (I was pretty sure i needed to use the Gargantua to do something...witch was not the case)or if you don't like jumping puzzle or sort of for the last part you need to climb to the top.











rating: 9/10
playtime: 60 minutes


Echo transit by Snotball & Sjakal

This is the sixth releases on nine and the two guys that builded this one have put priority in scripting before mapping. The storyline is another accident that took inspiration from HL2 the starting place you just arrived by the teleport but something goes wrong and the objective is the transport and use a generator to restore the power in orther to escape by the starting teleport. Design is simple but perfectly done from indoor to outdoor with lots of containers, bulding and attention to detail as he generator, crane and teleport.
The script is really what can make a game geat and his one is the good example correct voice acting will explain to you step by step what you need to do that really create a great atmosphere that can sometimes get a little frustrating when an ambushes triggers when you need to listen to the mission objectives... Challenging is also a great part of this release with perfect balance between items and fights you will need to do and that increase witth you progression.
This one is another enjoyable and good surprise.











rating: 8.5 /10
playtime: 40 minutes


Starlab by SEThorian

I follow this one through then for forum and was really disapointing when Seth, decide to put an end to it. Hopefully a part of his upcoming episode was added to this Reissues project. The theme was already visited a lot in this Reissue project, a base that is under enemie control and that need to be delivered.
Design is well put together in perhaps, a too classic way. The general layout use perfectly the original content that create a good ambiance, neverteless you don't have really the impression to travel through a large, spead complex (vertical travels is not enough present). The way to progress is well oriented by on text message but sadly, and especially for non native speakers, the text disapears too fast so that most of the time you don't have all infos required. Gameplay appart from the design is prefectly feating and even if soemthing it's predictable like the end fight it's still what it should be Enjoyable.
All events that occurs really help creating a mission ambiance but finally the experience felt a little bit short with no real highlights even if still the content and gameplay are above average, I had in memory something better...










rating: 7.5/10
playtime: 45 minutes



The specter of Ra by Firebinder

This one is quite original looking both to concept and layout and shines mostly by the integration of new models.In this mission that seems short your boss is sending you to the temple of Ra to take back the specter from the evil that want to used it against humanity...the big problem that will occurs is that Ra was woke up...and will start punishing humanity as a sentence.
The Design is one time more from a classic bottle from the starting office full of details to the temple of Ra made of classic architecture not that creative but perfectly fitting the theme. The addition of new enemies models really add something special to this release because they are brilliant...mission is quite simple and streight forward with it's part of amushes and surprise that really get you immersed in this experience.
Gameplay is perfect from start to end in an increase challenge untill the boss fight that isn't the end of the surpise the only complain was perhaps the poor voice acting that didn' t sound clear at all moments...still a great experience.









rating: 8.5/10
playtime: 30 minutes

Coil by Gary 'kol' Brigadir




Another awaited project that finally came out through the reissues project (for more info just check the website here) and this one like starlab was certainly something i was looking for. This one ends up for me this interesting Reissues experience with a great experience.
Design is really well organized arround an important building that you will need to explore in order to progress. Architecture is a mix beween outdoor and indoor places well organized in a complex depot set on several floors. Attention to detail add a bunch of realism to this one that also includes some impressive custom content from texture to prefabs, elements like traps, accident, different possibility to progress make it entertaining. There isn't a real storyline below or scriting help but it's really not needed it's so intuitive that you just flow through the experience without any daubt or question.
Gameplay is the mix we all want: puzzle and fights from simple to more complicated one and perfectly balance to make it difficult but not frustrating. sometime you need to rush and other times you need to think and travel more and more to understand what could be done to progress a little more. the end teleport just let a abrupt ending filling with in back a more imortant project that just felt down due to lack of time...this is for me the only sad point, but the filling that is left was what i was waiting for. This one, even if still quite classic, was my favorite one.










rating: 9/10
playtime: 40 minutes




In conlcusion: Reissues is a top notch collection of 9 episodes from good quality that every Half-Life fan should try, it won't take you much time to complete each of them and the experience is really worth so don't wait any longuer just get into it

Playtime: 5-6 hours


Rating: A B C D E (88%)


* Mikko Sandt used a lot the reference to this unreal sp vision of mapping