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

Thursday, September 18, 2008

Operation Nova for Half-Life

***NEW!!!***



Level name: Operation Nova


Author:
Ben Greenwood


Release
date: 14 september 2008


Size: 5 813 ko

Number of maps: 7


website: here


download: At filefront.com



Story:

authors's note :

A single-player episode for Half-Life 1. The episode takes place during the events featured in the original Half-Life; specifically, the episode entitled On a Rail. The player plays John Skinner, a cleaner who wears a similar HEV suit to Freeman, and is hence mistaken for him by the military. Skinner’s objective is to destroy a surface-to-air missile launcher, which the military have brought in to take out the sattelite delivery rocket being launched by Freeman. The episode features voice acting performed by experienced voice actors (including some with professional voice acting experience).”

Review :

This one seems to be the first release from the author who manage to create a short but well balance episode with a lot of integration in terms of puzzle, AI interaction and Even more.

Design was correct and quite varied there was no tremendus work in terms of architecture and even if some places seems to be to squary they were well mixed together adding outdoor and indoor travelling. The interconnection and the items placement makes it a perfect sequel with creativity to what has been provided by the original game there isn't any new stuff except some prefabs and a high quality voice acting environment.

Gameplay is well balance and perfectly script some puzzle are dificult to solve (but there is a hint.txt in case of) and AI interaction is well set to make you travel through the complex in a well organized mission. This is really the interesting point, hints and tips are given by acting voice AI and you will need to go a lot backward in a non linear way. Ammo and health are wells spread to make the challenge increase with you progression end place is aztmospheric but lack an outro cutscene

In conlcusion: For a first effort Ben put a lot of energy as equal in scipting as in mapping to create and enjoyable mission integrating correct environment, good and even sometimes a little hard puzzeling but an interesting and immersing mission. It's really worth the effort to play this one



Playtime: 40 minutes



Rating: A B C D E (86%)

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Note :I test this one with my old Half-Life copy using 1.1.1.0 update without any problems

Wednesday, September 03, 2008

Holiday at Aegean Melathron

I had 3 week of holiday during August and I will just share my 14 days Greeks experience with you, readers

This year for our family holiday we decided to go to Greece to find the sun that didn't really shine here in Belgium.

We reserved our holiday at the Aegean Melathron situated on the nearly island of Kassandra part of Chalkidiki on aproximatly 100km south of Thessaloniki.

The first aim of the holidays was to take some rest and perhaps rent a car or do some trips to visit the region. Hotel was quite intesting especially regarding the confort of the room (wide, well located, calm and with an outstanding layout).
The Hotel is quite well organized with lot's of swimming pools, restaurant, and houses well oriented. The old part beach part of the road was build 5 years ago the new part on the other side of the road (linked by a tunnel) was opened this year.
The tourist are comming from everywhere but mainly Bulgary, Greece, Germany, England and Belgium...language most common used is english...
Service at the hotel was what is neede with cleaning, adding confort with sometimes great touch of services like chocolate in the room every evening, a small drink if you are late at the evening diner, small golf car for travelling to the beach, ...
I was sadly a little disapointed by mainly the excessive price of drinks at diner time, the food deliver was certainly in good quantity but the quality sometimes make you more think as a 3star hotel...also people behavior at the dinner room was unrespectable but this happens everywhere.

In addition to the hotel holiday we add two travelling excursions:



  • the safari (safari-hellas), a day trip through forest roads with a great guide called Stratos landscape is wonderfull even a little distroyed by some fire 5 years ago. recommanded if you can drive and can do it all you family

  • the pirate cruise more made to take tourist money it was ok but nothing really special no real animation, jumping from the ship into the sea, swim and following the coast with a simple dish at lunch time but for the kids it was ok

there are lots of other posibility: karting, night club, visiting kalithea, scuba diving and lots more

Even if holiday become quite expensive and it's more and more difficult to find something with a good relation between price and quality the Aegean Melathron is certainly a place to take in account...also Greece is a perfect place to visit if you like sunny days, fun, not too expensive and the lool and swim in a marvellous blue sea.























I also have add a new link to my bad guy it's a small game where nearly everything is fixed except your bad guy that you need to create to fight against me and the others everyday (to start 6 fights and after 3 fights a day) you make some battle and win points whish will make you increase in ranking.
To progress you have also another way is to add 'students' by linking you profile to friends (that what i'm doing here) the pyramidal effect in some way...the only frustration if that fights are happening out of control except the choosing of you opponent...quite pathetic

Sunday, August 10, 2008

So much for Freeman for Half-Life 2

***NEW!!!***



Level name: So much for Freeman

Author: Duncan 'Finger' Moore

Date of release: 31 May 2007

Size: 14 918 ko

Number of maps: 1


website: snarkpit profile


download: here


Author's Note:

This is my entry for the snarkpit ‘map from base’ singleplayer mapping challenge. Regardless of how the challenge pans out, I plan on developing this map further, and extending the gameplay beyond what I’ve built.

We’ll call this an ‘alternate history’ if you will; a spin off scenario that puts you, Gordon Freeman, captive of the brutal Combine - being marched off to a quick death. The end is near…. or is it?

Edit…. this map has been EXTENDED!! I’ve completed round 2 of the snarkpit mapping challenge by continuing with this singleplayer map. I decided to try and cram round 2 into the same bsp… the result is a fairly large map. Let me know if anyone has problems running it, as I may end up splitting it into 2 maps. Once again, I plan to continue developing this further.

Review :

This map was made already a year ago for a sp contest at snarkpit, the author isn't a beginner and you will directly notice it.

In this mission you end sadly captured by the combine forces and seem ready to be in a really bad position...the intro will lead you in a step you never taught about...so try to survive and escape

Design of this map is well done with a good intro and a simple but immersing design, the progression is well oriented in limited areas but the travelling and challenge encountered make it really enjoyable and organised. Everything look fresh in a classic design and is enjoyable with even some new textures touch like doors and the atmospheric skybox and some short voice acting

Gameplay is balanced to be challenging and add what is needed to slow down you progression traps and combine attack are waiting for you but no boss fight in this one. It's not also a simply forward and fight progression, you have to think a little and this help the enjoyment.

In conclusion: for a short contest map it's a high enjoyable one everything that is needed is here present except an ending that i hope will come out one day.



Playtime: 20 min


Rating: A B C D E (87%)

Tuesday, July 15, 2008

Agonised for Half-Life 2

***NEW!!!***



Level name: Agonised

Author:
Macabre

Date of release: 08 June 2008

Size: 35 854 ko

Number of maps: 1


website: None


download: here


Story:

None, It's just a huge complex area that can be compared with a factory...No objective except to progress and kill everything...but there is no end.

Review :

So after two month of FPS unactivity (only focus on virtuel rally championship) I tried yesterday a quite recent release that was available at Planetphillip. Sadly i didn't choose the best...

First of all you just start in the middle of a building with a stair to progress, you will find several items but nothing to open or to do. Then you go to the outdoor where the framerate is very high causing problems to progress in an extremly huge environment (you should be aware of it regarding the map size) there is no objective just kill and progress you can take the car, you can travel arround go in some limited inside place but nothing else? there is some new textures content and even a 'secret place' the one marked with the hl sign with some new music content but this doesn't really make some highlights to this release even if honestly the general layout and especially all buildings are quite realistic and well done.

In conclusion: there was some potential in this one with a correct layout and architecture but the lack of objective and the limited fun from the gameplay let the player with more frustration than enjoyment...sadly.


Playtime: 20 min


Rating: A B C D E (58%)

Wednesday, May 28, 2008

My FPS History and releases

This time is time to make a break from the classic stuff and perhaps tells you that I made (but most of you should know this...) some maps.

The story just started 4 years ago on Alejandro Mapping Center were I got interviewed by other member about doing so much review and never made a map. So I took it personally and started to build a map for the game who made me discovered FPS : Duke Nukem.

I first look for several tutorial to learn the basic stuff and then started building a snow theme map slightly based on the horror movie The thing. The approach of build engine (editor for Duke Nukem) is a mix between 2d and 3d, I found it really easy to handle, even if most of the think you do are not always logic regarding nowedays tools. The really great adventage of all build games is that you can easily open all map and look how people did things. I was so able and proud to make in less than 100 hours (all include learning mapping and beta testing) a map that was well accept from all the community.
Since I'm sometimes a fan of Science-Fi Horror Movie I decide to take some reference from John Carpenter's movie: The Thing. That's why the map was a snowy based map featuring also the original theme from the movie.

For more info about this release check out the review available The Abandoned Workshop and MSDN

Screenshots and direct download from Antartica : outpost 31












I also did a small part in the Community Build Project 7. My part was a connection to a sewer than then goes to an industrial complex part finishing in a garage. I want to make it a little Half-Life theme my part was quite short but i mostly used the fixed limit in wall and sprites. I think that my part was certainly not the best but at least after more than one year without using the build engine I was able to add my cent to a community build project, this map is considered by some people as actually the best community build project.

Check the next review site for more infos: The Abandoned Workshop , MSDN and DN-Repository

Sceenshots from my part










Finally after working for CBP7 and understanding how to make sprites floors i decided to start a new ambitious project slightly based on a blackmesa complex. after arround 10 hours of mapping the project felt down. I have still a copy from the map that also integrates a new skybox.


Some screenshots











I was recently playing a lot of custom maps for Quake 2 and just noticed that this theme was never visited for a Duke Nukem map...This could perhaps be a good opportunity to restart building ;)

Wednesday, May 21, 2008

Break from reviewing Stuff

You have certainly seen that the site wasn't a lot updated in the last weeks...Not that I don't want to continue or have a lack of interest, I have simply discover 3 ago A new gaming experience that is actually holding me busy sothat exept a really short gaming time i didn't touch FPS games since this period.

Since more than 25 years I have always be interesting in car competition and especially Rallying between 1994 and 1999 I participated in over 60 Rally, mostly regional, as a codriver since then and the growing up of my family, I decided, to stop the competition mainly because it can be risky and dangerous (2 codrivers dies during the last 4 month in Belgium :( )

Since then even if I follow all competition mostly behind my computer I didn't jump in a car anymore but was impressed but the unique experience that was given to us be playing racing games such as Collin McRae serie, DTM series and a lot more.
In 2004 a new experience came out It wasn't simply an arcade game like the previous it was a really simulation called Richard Burns Rally A really fantastic but quite difficult game to play with realistic crash the possibility to setup you car from gear to suspension and a lot more...
The only problem of this game was the lack to a good multiplayer online experience.

A small amount of people decided to create this experience 3 years ago and since then it simply grows up. They have add new stages (over 20), new cars (over 30) and new weather conditions that make the possibility to run over 100 different stages. Also new physics for cars (traction or proulsion) have been implemented to really add a unique experience.

By a simple miracle I found this at the end of last year and on March decided to jump into this new experience... Since then I play nearly everyday or simple just ajust the car to win here and there some time.

Championships have been organized for such contry has France, Belgium, Porrtugal and Malagasy...the online system is quite simple you play on you computer and datas are send by the net, for this you need to registered on a session, 10 to 20 sessions per rally being organized by week. Regarding you result you will collect points that will be use for a driver ranking and a team ranking...
The game is mostly cover by a online forum where you know every new things and stuff that might be interesting average Age is beween 20 and 40

Finally is 100% free except that you need a (legal) copy of the original game

Actually and it's perhaps the only sad point since this interface was build up by a french team, Over 80% of the player are french speaking but a english forum exist

Here


For more info don't hesitate to contact me personally or feel free to visit the home page

here

If you want to PM me on the forum Just contact Stefke ;)

Friday, April 25, 2008

The Gatehouse for Doom 3

***NEW!!!***



Level name: The GateHouse

Author: Adam "The Evil Artist" Nichols
Date of release: 02 April 2008

Size: 31 102 ko

Number of maps: 1


website: None

download: here

Story:

It appeared from out of the mist. “Every century, it materializes under the full moon” says the inhabitants of a secluded European village. They say that a dreadful king of demons inhabits this mystical castle and that his curse is what allows this fortress to return every 100 years."Nothing but superstitious fairy tales." That’s what people would have thought the last time this anomaly appeared. But things have changed. Two decades ago, Mankind was nearly exterminated by an army of pure evil. This "curse" would not go unnoticed this time!Mankind needed to act quickly. They did not waste time sending in a recon team to gather intel. Instead, a strike team was immediately dispatched to neutralize whatever threat is lurking inside that mysterious stronghold. After all, we don’t want them(whatever is in there) to make the first move. It’s too risky.

* * * * *Hello, Marine! You’ve been assigned to this crummy job. Your squadhas set up camp in a secured Gatehouse at the castle’s main entrance. Service lights, beds, and supply crates cover the floors and walls of this ancient brick structure.The past few days has been nonstop killing of any and all demons that lurk in the dark corridors of these looming structures. Most of the squad have ventured deep into the heart of the castle. Only a handful of marines, including yourself, was left to guard the entrance and dungeon perimeter, just in case the demons try to trap you all inside from the only way out.For the past few hours, you have sat out in the brisk canyon just shy of the drawbridge, listening to the radio chatter of gunfire and growls. Guard duty sucks.Suddenly, you hear pistols firing off in the Gatehouse nearby. It was supposed to be secure! Get the hell back in there and help your squadmates! If these monsters are ever allowed to leave the premises, Humanity can once again become endangered. The source of this threat must be eliminated. Your mission is simple: kill withoutquestion. This place needs to be cleaned up before it becomes another Hell-Portal.



Review :

The use of new content and the theme visited (a gloomy castle) make this one an interesting release now that Doom3 becomes less followed by young developers.

Design Of this one with a intro cutscenes make you direct immerge into the map. The layout is perfect and will make you travel from place to place to recover items and follow somehow a story through PDA’s information. Even if it’s mostly straight forward with some backtracking the environment isn’t too repetitive and traps and surprise will make you life a little bit complicate while you ‘re progress…the custom content also add a real castle feeling

Gameplay is well balanced with good enemy placement, weapon and the survival stuffs put always before or after some heavy fights…objective are clear but you may sometimes get lost, this being normal in a castle. The challenge increase with you progression but, hopefully in my opinion, never becomes a nightmare. According the ambiance more traps, lightning effects and bad surprise should have been scripted, also some more custom sounds like scream would have certainly add another dimension to this quite enjoyable experience.
In conclusion: I really thought that the best for Doom 3 was behind us this new fresh breath I a good reason to justify a Doom3 folder to sleep on you Hard Drive, if it’s not the case you should directly reinstall it…



Playtime: 40 min



Rating: A B C D E (81%)

Friday, March 28, 2008

Sandscroll for Half-Life

***NEW!!!***

Level name: Sandscroll

Author: Kasperg

Release date: 13 july 2006

Size: 3 514 ko

Number of maps: 2


website: here


download: At filecloud.com

Story:

authors's note :

This map takes place in some sort of Egyptian tomb, where you will find combat as well as some little puzzle solving. It’s longer than Vilcabamba and better designed IMO. Custom textures by me, so I apologize if some of them look cartoony. Enjoy the map

Review :


This is not the first effort from the author witch is well known for is fantastic demonstration map (both for HL 1&2) is last release in collaboration with Chris Fox called The citizen recieved mainly award from the community. In this early one the use of custom texturing and effect was created to produce a kind of Pyramid experience.

The main objective for this experience is to travel thorugh the entired pyramid complex by defeating enemies and traps and gain access to the main place to get the treasure.

Design is top notch everything fits well togethern, texturing is wonderfull and even if it's a little repetitive the architecture isn't. Traps are omnipresent and they design is also interesting. Everything is here really handled in a professional way to create a short but unique half-life experiences.

Gameplay is mostly streight forward some respawn, some combats and traps make you progression sometimes difficult or unexpected. Enemies placement is good and well balance with limited weapon and health. Puzzle will make you think a little witch add certainly the most important aspect of half-life. Final challenge and the way you are reward with the treasure add the final touch

In conlcusion: this is a perfect example of a nealry perfect release: custom content, architecture, gameplay everything is so fluid handled that its a perfect fun map...sadly it's defenetly too short but regarding the time that was spend for making this one we just need to be happy to have such a gaming experience.



Playtime: 30 minutes


Rating: A B C D E (89%)
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thanks goes to Ryan 'Quakis' Rouse for providing the screenshots.

Wednesday, March 19, 2008

Hour-Glass for Half-Life

***this review was previously available at Alejandro Map Center***


Level name: Hour Glass

Author: Grey Dog

Date of release: 18 July 2001

Size: 24 835 Ko

Number of maps: 30


website: Author's site

download: At Planetphillip.com

Story:

After turning down the Gman's offer of employment, you managed to escape using an intergalactic teleporter that returned you to Earth. Hiding out within the inner city, you soon believe that the Gman is no longer interested in you. A calm peaceful feeling begins to replace the fear, terror and horror that overwhelmed you during your nightmare with Black Mesa, the soldiers and the Xen species. Feeling confident that it is now safe to return home to your wife and look up some old friends, you make your way back to the old neighbourhood.
Your apartment looks different somehow. There are no signs of your wife or anything that would belong to a woman. You also notice other strange things like items are missing, neighbours no longer live in the building. You turn on the television to watch some news and many of the anchors are new, but what really gives you that sinking feeling in the pit of your stomach is the content of the news. Facts are no longer true, companies and products don't exist, people have vanished and been replaced by someone else.. Many things have changed.
Your agitation brings you to telephone your mother-in-law in order to talk to your wife, who must have moved out for some reason. Your mother-in-law informs you that she has never heard of you and insists that they never had a daughter. You try to call up on some old buddies but can only find two and they insist that they don't know the other missing friends at all.
You are sitting in your chair, in a state of shock, staring at the television, when there is a knock at the door. Two men dressed in black greet you. They are ITR agents. Employees of a newly formed organization called Intergalactic Time Reassurance, Inc.. They explain that they are time-space enforcement officers and have been sent to offer you a job as an ITR agent. Time-space...hmm... maybe I can get to the bottom of what the hell has happened to my wife and friends etc. You decide to accept the job and complete a special forces training program. You are now an ITR enforcement officer and have been teleported to a secret base of operations. It's monday morning 9:30 am and you are running late as usual.....


Review:

After the release of Adam, a good half-life experience that integrate a lot of vertical moving, Greydog came in 2001 with a master piece…Hour-Glass.
Everything fits well in this add-on, new textures (under others some hot babes), new weapons ( under others coming from Counter-strike), some memorable theme revisited (Duke nukem, Quake 1&2), this all put together with new voice acting and some huge scripts.
Nothing about storyline? Sure and it is certainly a good and original one; Like in most half-life experience, the G-man is leading you to an impossible mission… but this time you’re gonna be surprise…through travelling to time, that you have a close link with the G-man… only way to destroy him…just think about. The all ‘quest’ is made by separate mission that make you travel trough time and solar system, this with all the stuffs that is needed to do it in the good way: puzzle to solve (sometimes tricky), descent combat (in the first half a little to easy, but after, sometimes challenging especially when you are going to encounter some invisible grunts) you will find those situation in some well experienced place that will remember you some good memory according to quake and duke (in this way you have 6 secrets zone to find !!!).
Is there any flaws, some small but more depending on the easy way to criticise them, to close to the original Half-life game and some part that are close to original game (especially some quake2 area), but this is nothing to compare to the enjoyment of this add-on.


In conclusion: A good use of FPS history to add some value to a really good experience that reach is paroxysm with The End scene


Playtime: 7 hours


Rating: A B C D E (91 %)



Picture were curtously taken from tenfour...without permission...

Tuesday, February 26, 2008

A devils await you for Quake 4

***NEW!!!***


Level name:Devil's Waiting

Author: Bartlomiej 'Lunkin' Garbiak

Release date: 15 May 2007

Size: 6 562 ko

Number of maps: 1


website: here


download: Author's page

Story:


The war spreads itself over the entire Universe. You and your team are deployed on a Pogon - cold planet half way between Stroggos and Earth. Your task is to find a way into the enemy's base and locate and kill one of the Stroggos Generals.

Review :

Design of this one is really well balance from outdoor to indoor with a good non repetitive layout that fits the mission. Architecture is also well enhance and even without the use of the updating patch everything runs fine. the background story make me a little think to the last chapter of Starship trooper's novel from Robert A Heinlein...mission start directly with a immersing cutscene where you and you squad are drop on the cold Ice planet and there the battle begins. Progression is straight forward but with alternative routes and full of suprise that really make game like Doom3 and Quake4 must have. A minor lack for me was the sound ambiance that didn't add the right stress at the right moment.

Gameplay is from the same bottle as the design: good enemies placement, ambushes, challenging places well triggered. All items are also well placed and enhance the entire mission that isn't that easy to complete. Progression is obvious with addition of several activating button...there is no bad surprise, but clever surpise awaits you... it just flows from start to end.

In conclusion: A short enjoyable release with good design, realisation and atmosphere. It's sadly a little to short but well worth the try.


Playtime: 30 minutes



Rating: A B C D E (81%)

Monday, February 25, 2008

Trespasser for Half-Life

***this review was previously available at Alejandro Map Center***


Level name: Half-Life : Trespasser


Author: Eivind Larsen

Date of release: 25 December 2002

Size: 12 027 Ko

Number of maps: 8


website: Author's site

download: At Planetphillip.com

Story:

Your name is Mark Hunt, an elite Marine sent in to "clean up" the Black Mesa incident. Near evening your platoon was ambushed by a superior force, taking you completely by surprise. In the chaos you became separated from your C.O. and by sheer luck evaded the atomic blast that followed. The Brass didn't call it luck. You were courtmartialed for desertion and sentenced to ten years in a maximum security prison. Two years into your sentence, something happened...you awoke in your cell one morning to find a clean-cut stiff with a briefcase standing by the door. He was government issue lackey all the way, complete with crew cut and quiet smirk. Your instincts screamed not to trust him, but he made an offer you couldn't refuse. Pull a simple operation for him, and you're a free man. You couldn't say no.
The G-man worked for a top secret paramilitary branch of the FBI. A conspiracy theorist's dream; Stone faced puppeteers pulling invisable strings, operating above and beyond the law for their own inscrutable purposes. As of that day, you ceased to exist.
That was two weeks ago. Last month sitting alone in your concrete cage, the walls cold and crushing, the thought of a mission was ambrosia. Freedom was all you could think of. Now that cell's looking pretty cozy. The mission as the director explained was simple. Infiltrate an underground weapons facility owned by a massive multinational corporation, 'procure' a canister from the bioweapons lab and get out in one piece. Just like stealing candy from a baby. A baby in the seventh circle of hell.
You are to enter the main facility and work your way to the labs. How is up to you but should you err and trigger the alarm, your chances of getting to the chemical are going from impossible to worse. Upon reaching the office complex you will find a Hazardous Environment Suit belonging to one "Gordon Freeman." His "absence" has already been arranged by the department; assume his identity and enter the labs. From there it should be a cakewalk, if you're lucky. But if there's one thing you've learned in two years in the brig, it's that Lady Luck is a bitch. Intelligence has recieved reports of a radical terrorist organization planning actions against the facility. At least the security guards aren't out to kill anyone they see. Should this organization interfere with your plans, remember: you are above the law. Don't let anything stand in your way.
Contact with headquarters will be maintained via a special encrypted radio. As with the rest of your equipment, under no circumstances may any evidence of the department's existence fall into enemy hands. Good luck, soldier.

Review:

Half-life : Trespasser is a relatively good surprise that came out at the end of 2002. It is more reliable, in my opinion, to a kind of Opposing-force mission ( no presence of aliens/Xen world, military objective oriented). Your goal is to infiltrate a research facility center where you’re gonna face a lot of events (through cutscenes and set pieces), solving or surviving them is your only objective in order to reach the end. The author (this is his first release) tried to use a lot of new stuff to accomplish this one year work: new textures, remodelled enemies and a new weapon (Uzy). This all adds something personal to this release (makes me think of affliction). Naturally it has its flaws because after a perfect start (small puzzles, simple but good designed rooms, impressive new texture), the author enhanced his skill but also, in my opinion, worked faster. Results of this are a close to classic HL texture, some r_speed problems (with a new 3d card you wouldn’t notice them) and finally the final piece that is put in a launch facility with a countdown. This provides more a frustration feeling than one of accomplished work (like in ground zero). He could have added some HEV and health distributors or given more time for the countdown.
In conclusion: we have seen less releases than in the past years, but on the other hand, there is nearly no crap left. Even though it has some flaws, Trespasser is a really interesting enjoyment. Just thinking at the end that it was a little bit too short…but this was only due to the fact that I didn’t see time passing…because I enjoyed it.
A good mission pack that you should try.



Playtime:
1 hour 20



Rating: A B C D E (83 %)



Picture were curtously taken from tenfour...without permission...

Monday, February 18, 2008

Soldier Of Fortune IV for Quake2

***NEW!!!***

Level name: Soldier Of Fortune : Cold as Ice

Author: Neil Manke

Release date: 01 December 1998

Size: 3 940 ko

Number of maps: 2


website: here


download:



Story:



Prologue:


In a hostile arctic wilderness, Matt's bear hunting holiday goes very bad. You will need to battle polar bears, wolves and a renegade factionof the Russian army to survive.



Story:


Thank god for hi-tech thermonuclear polar underwear:]


Review :



this is the last opus in Neil Manke Soldier of Fortune serie after a first part made for Q1 that didn't have a lot of feedback except perhaps this one . All other missions were created under Quake 2 engine with as a second mission this one, that didn't recieve a chapter name and as third mission with chapter name Operation Desert Bloom. Even if all of them could easily catch your attention through the fact Neil's creation follow mostly the same sheme has for Coconut series (A particular theme visited through a mission with some custom content) I found no real interest for Mission 2&3 that especially, for Operation Desert Bloom, remind me of Coconut monkey 2 : Dry Gulch. The Mission IV, Cold as Ice was different through it's perfectly fitting custom content and that's why it was add to the sp map corner.

Design has nothing really special it's a good mix beween rock, iced water places, and tiny bulding location. There is nothing really impressive but it's really fluid and well put together with perfect use of texture, models, prefabs and skybox. The ambiance is omnipresent and increase the experience you encounter by the use of USSR subject, like if you were lost somewhere in Siberia and try to succeed you mission.

Gameplay is also well mixed but nothing really tremendous, custom models add something special to this pack and especially the animals (dogs and Yeti). Enemy placement, the way your progression is oriented also taking in count diving and climbing makes it a well balanced pak. The use of the skydoo also remember me experiences encountered while playing game as contract JACK or NOLF wich was for me a good surpise. Sadly it's too short even if the challenge is honest and that use of small puzzle solving make it not a simple speed and kill map.

In conlcusion: there is a lot of creation by Neil form Quake to Half-Life and nearly all of them really deserved to be played through. It's not a perfect release it's quite short and misses certainly a bigger approach though much more content and action.Except from that, It really deserve you attention and a short time of you gaming experience.



Playtime: 30 minutes

Rating: A B C D E (87%)


Wednesday, February 06, 2008

ETC for Half-Life

***this review was previously available at Alejandro Mapping Center***


Level name: ETC

Author: Dave Johnston

Release date: 6 October 1999

Size: 5 445 ko

Number of maps: 7



website: here and here

Story:

None


Review :

The author from this one and the sequel ETC 2 is already an old ‘boy’ in mapping for more than 12 years he has been working on games like doom, quake, half-life and even more. He worked also for companies include CS, CS condition-zero, TFC, James Bond 007 Nightfire and one hove the most popular CS map called Dust. David is still studying Software Engineering at Southampton University and should succeed his Degree in 2005.
Let’s talk about ETC, this one back in 99 was a quite well appreciated release (silver award at 10/4). In a simple but so efficient way it remember us the original game or even uplink. Design is really impressive too perfect, brushes work, texturing and most of all lighting creates the perfect atmosphere. Also looking to small cutscenes adds the necessary feeling to create a great add-on. The progression is nearly forward and will make you pass from time to time other visited place you encounter before (that’s always great!), ammo and health being well spread all over the pack. Is there any problem? For me the ‘biggest’ problem is that there is no story behind and this really is being pointed out by the fact you sometime don’t know which direction you can take (would have certainly increase the total pak if there was more scripting to tell you what come next). We could certainly also point that ambiance sound (if they were more use) would certainly increase the general atmosphere. After performing this new mission you will end it in a way there could be a possibility to create a sequel…which will be the case.

In conclusion: if you have some regrets that you have been immersed for a long time in new modifications with a lot of new stuffs and you mind replaying the original game, this is the opportunity to get back the filling with a totally new scenery…nearly professional, a real must !


Playtime : 1 hour 30


Rating: A B C D E (87%)


Friday, February 01, 2008

The Widening Gyre for Quake 2

***NEW!!!***


Level name: The Widening Gyre

Author: Carson 'Riscchip' Utz

Release date: 28 October 1998

Size: 2 161 ko

Number of maps: 1


website: here




Story:



Turning and turning in THE WIDENING GYREThe falcon cannot hear the falconer;Things fall apart; the center cannot hold; Mere anarchy is loosed upon the world, The blood-dimmed tide is loosed, and everywhere The ceremony of innocence is drowned; The best lack all conviction, while the worst Are full of passionate intensity.
Surely some revelation is at hand; Surely the Second Coming is at hand. The Second Coming! Hardly are those words out When a vast image out of Spiritus Mundi Troubles my sight: somewhere in sands of the desert A shape with lion body and the head of a man, A gaze blank and pitiless as the sun, Is moving its slow thighs, while all about it Reel shadows of the indignant desert birds. The darkness drops again; but now I know That twenty centuries of stony sleep Were vexed to nightmare by a rocking cradle, And what rough beast, its hour come round at last, Slouches towards Bethlehem to be born?
-- William Butler Yeats, January 1919

Review :

The second end last attempt from the author to create a single player level (Lot's of Q3 map are available from his homepage) This map should have been part of a episode which will certainly never be release...

Even if this map has certainly a DM orientation (supported) I was so estonish from the quality release that I think I should share this one with you.

Design is really perfect with a perfect balance between architecture and lightning the interconnectivity from floor to floor in a non linear way with perfect transition of texture through every room visited create a great immersing feeling. The visit theme even if quite classic (Strogg Base) is really enjoyable and never let you feel from replaying a part of the official release.

Gameplay is never boring with secret place not that difficult to find a good use of enemies and weapon proposal (get powered one when the challenge increase) and with a little bit over 100 enemies will old you busy enough without getting bored. The progression is rythm by key hunting and defeating ambushes till you reach a quite to classic end that let you the choice of a direct difficult or an alternate easy fight.

In conclusion: Appart from the end and the playtime experience (a little too short) this map only contains highlights from arcitecture to lightning and the way they were mix to the well balance experience in a non linear way, Just give this one a try !



Playtime: 30 minutes




Rating: A B C D E (87%)


Wednesday, January 16, 2008

Wanted! for Half-Life

***this review was previously available at Alejandro Mapping Center***




Level name: Wanted!


Author: Maverick developpement


Release date: 6 June 2001

Size: 113 157 ko

Number of maps: 36


website: none

download: At Atomicgamer
download walkthrough : At 3Ddownloads


Story:

It was hard to imagine two summers ago that you would ever be driven to lift the lid of the trunk where you had thrown your holster and ivory-handled Smith and Wesson. Back then only the sickening feeling that gouged in your gut, was the thing that you wanted rid of. A sickening felt from the killing of boy's with ego's as big as their guns, but with minds as slow as their draw.
Seeking escape from the never ending trail of youth hell bent on killing you, for their own placement in history, you finally thought you had found solitude in the quiet sleepy town of Redrock Creek.
The people of Redrock accepted you into their fold, fully aware of your past but welcoming you as their Sheriff....in case there was ever a need. In time you had developed a strong bond with the people of Redrock and now considered it your home. It was a far cry from the years spent bounty hunting with "The Colonel".
Soured by the taste of war you and the Colonel had used your skills as killers for your own gains. He had saved your own life on many occasions during your partnership when you killed together for money. As Bounty Hunters you had freed some of the lands from the filth that besieged the endless towns throughout the west....and become rich in the process. Like you, the Colonel hung up his guns, putting the deaths behind him. The futile attempt at capturing the rebel, known as Ramone, had finally taken its toll on both of you.
Ramone was mad. There was no doubting that. He was driven by a mind that knew no remorse and favored destruction of life before life itself. The Colonel and you had trailed Ramone for many years through the border regions, before finally other bounty killings had supplied the money, and removed the reasons, for continuing the pursuit.
Suddenly a voice shakes you from your meandering's......
"Hey, Sheriff!" Your Deputy called Hoss say's.
Startled, you jump up from your chair, spilling Annie's coffee all over yourself..... "Dammit, Hoss, what do you want?"
"You wanna see how fast I can draw now?" say's Hoss.
Hoss, ever keen to gain your appreciation, attempts his fast draw once again.....His gun is sent spinning from his hand and clatters across the Jail stone floor towards the door.
Picking up the brand new and unused weapon you pat Hoss on the back before slipping the gun back into his holster, briefly glimpsing the anguish on his face. Beckoning Hoss you step out into the street, partly to hide your smiling face but mainly to see if the Stage is in yet........
Looks like being another fine day.......

Review :

Wanted HL is an add-on that was made already a long time ago. The starting idea is quite unique create a Western mod with all the needed stuffs (new weapons, new enemies, new texture) and this sound really great and promising. Most of the site that has done their review work were a little disappointed and so am I but I will explain this at the end. First let just put the scenery. You’re a pour lonesome Sheriff of the town and you need to find the evil Ramones (end Boss) For this Maverick development put a lot of new stuff in it more than 10 new weapons (from the classic Winchester to the more surprising scorpion thrower) new items and new enemies (from the Mexican cowboy to the Indian with arrow passing by Bears and snakes). Design is quite well done in several environment like mines, far west village, canyon, haciendas, …but always restricted by the general environment (no open view) Like if the site back then where only build in canyons. Gameplay is quite straightforward with some small puzzle to solve and no real problems to continue your progression. Balance between enemies, ammo and health is well done and creates a challenging but not impossible mission. Cutscenes are mostly absent but new sounds and voices acting, like some models, are really great (perhaps the best added stuff) and create the best atmosphere of the whole pack. Some tricks not enough present also create a better far west feeling (wagon ride, Indian boat ride, …). But all this is put together during 42 bsp’s and create really a feeling of ‘quantity doesn’t mean quality’ because external environment is always the same (canyon) mines hallways are overused, End will make you get back to the starting place, some small bug like bears that doesn’t disappears when they are killed, repetitive environment, …and even more.

In conclusion: After looking at the presentation screen and also looking to the overuse publicity made around this mod, I really thought that this one gonna be the best mod ever. The fact that the team wanted to do too much sometimes totally fail to create the ‘good’ far west feeling with some not realistic things that you wouldn’t notice if hadn’t been repetitive over 42 bsp. So this one is certainly a Good mod but not really great at all even if you will remember for a long time the voices from desperados shouting at you ‘hey amigo…’


Playtime : 8 hours




Rating: A B C D E (84%)

Monday, January 14, 2008

Love story of prince of Stroggos for Quake 2

***NEW!!!***




Level name:Love story of prince of Stroggos


Author: Yuri 'dyv' Davidov

Release date: 21 May 1999

Size: 3 689 ko

Number of maps: 1


website: author's page (Russian)


download: At ltdan

Story:


Guys, here is the story of my love.

Every time I recall it, my heart beats faster and with each thump of it I fly back to the remote past when I was as young as you are now.Then I was not king of Stroggos butonly a prince and there was wind in my head. Together with my friends we landed on different planets, staged skirmishes there - we were leading a normal, carefree life.
But once upon a time I ran against Iron. And I fell for her.One would not say she wasa beauty. But as some aliens said ( I presume they were from the Earth ), there are no unattractive women, there is a lack of booze.Nevertheless Iron had luxurious breasts andappetizing little lips =).So I realized at once it was my fate and I proposed to her immediately.Being a decent girl Iron vacillated just a bit and then gave her consent. The wedding had to take place next day.
According to our age-long tradition I gathered my old friends for a "men-only" party.We took a boat and sailed off to say goodbye to my bachelor life... It goes without sayingthat we took with us as much beer and vodka as the boat could hold.
I have to say that during my princeship the country was ruled by my regent Makron. According to the law he had to reign untill I got married. After that I had to becomeking.Obviously this bastard Makron at once realized that he had only a few hours to rule and conspired a plot. Taking the advantage of my absence he kidnapped of my little Iron and declared me an outlaw.
... Howevere much booze one has, sooner or later it comes to an end. Having run out of stock, we decided to get back to the city. My head was splitting, I felt giddy. Unexpectedly when we were entering the city, the gates in front and behind us closed down,and that's when all this started ...


Review :


This short release is quite impressive throught it's design and gameplay and is for sure a particular release you shouldn' miss if you did before.

Design is really impressive and take a lot of inspiration from the kremlin place. Realisation make you travel from place to place in a non linear way and will make you visit different location from Castle to tower and even an up-to-date bar. Theme is perfectly fitting with immersive custom content and beautifull eyes looking places. Fluidity through the architecture is also good and will just fill you memories with good stuff.


Gameplay except perhaps the challenge (too easy?) is also full of good surpise lot's of exploration good secrets location extra content through collecting coints to deliver bonus or the amount of custom sounds and voice acting. All those things just bring a great packed mission full of surpise Sadly it's too short and a little too easy to really deliver the perfect release.

In conclusion: Another one you should miss nearly perfect through architecture and gameplay a little to short in challenge and playtime.

Playtime: 20 minutes

Rating: A B C D E (83%)

Tuesday, January 08, 2008

Strogg Hunt for Quake 4

***NEW!!!***


Level name:Strogg Hunt

Author: Ben McArdle

Release date: 20 June 2007

Size: 847 ko

Number of maps: 1


website: here



download: Author's page



Story:


None but the main inspriration came from Duck Hunt

Review :

A quite Short but interesting release from a Student at the SMU Guildhall for this short release the author create a sort of arena where cannon are trowing zombies that need to be hit to get points. 10 points are necessary to succeed the objective.

General design and Layout is really fitting the Q4 theme and create a beautifull hangar surrounded by hallways and floor access. It's simply but perfect.

Ambiance and gameplay are specially made through this kind of zombie hunt but certainly is worth to be tested and not that easy. Some sound and triggers could have been add to enhance the atmosphere but for a week of work it's defenetly a good surpsise

In conclusion: A short special release that won't be easy for a lot of player .


Playtime: 10 to 20 minutes




Rating:A B C D E (72%)

Wednesday, January 02, 2008

Happy new year to All

I wish a Happy new year to every body with lot's of gaming moment, a good health, and and what you really wish

I will try to dig a lot of review from the past and add several more from mod and map that will come

If you would like to see you maps or mod review feel free to ask or to point anything interesting out