Thursday, April 19, 2007

Dwell SP for HL

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


Level name: Dwell Single play

Author: Brenda Ellen Perdion

Date of release: 15 March 2000

Size: 10 782 Ko

Number of maps: 6


website: http://nike.planetquake.gamespy.com/

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=146056

Story:

Yea, the Black-Mesa freaks were hanging around that house on Mountain-View Road again. I wish I had the money they paid-out for-that thing.
And if they're there, something's going on. They're not saying much, but yea... I think you're right. We were at the bar last week and a few of them were there, and the were h a m m e r e d. but they seemed really shaky... -just staring into nothing.
I can't believe that anything could have THOSE people worried. They say some weirdness is happening at the dig under the house. I think they been working underground too long in that "r e s e a r c h facility" of theirs, I think it's more of a "complex" if you know what I mean.
You know... they... built-that-place... right near 2 Reservations. ...Maybe the "Old Ones" are back from the dead and are whispering "sweet nothings" in their ears... -wait-wait no -wait, maybe they are being visited by "al--i--ens".
Anyway, I am not helping you, you're really nuts! Look, you stole a gun and some equipment... that doesn't mean that you can walk right in there like you own the place, and what? -Just show up for work one day?
"Hi, I am new here -where do I go for training?"
I'd like to see that!
And I haven't forgot the "incident". If you end up in jail this time, don't tell them you know me! I respect you for trying, but of all the things you have pulled this has to got be the craziest
Hey if you're NOT in jail lets go climbing... -and bring some lights I think I found a entrance to a cave.

Review:

Dwell single player is a special experience that was released 7 years ago. The Author, Brenda EP, shows through this map a really high quality in design that is mostly noticeable in the starting house.
After the starting house, you’re going to make your way through caves, catacombs, sewer pipes,…in a more than dark ambience (this prevents the mapping quality from appearing). And without any well though puzzles. Way of progression is not really obvious and could even be quite confusing in some places (I got lost there for a couple of minutes). Aliens races are most of the enemies you are going to encounter whish will be challenging since you have not a lot of choice in weapon, except at the end open air zone. Despite its dark ambience, and it’s sometimes confusing way to progress, this pack is really enjoyable.

In conclusion: After visiting a beautiful textured house in the first part, you will be confronted, in a slow but progressing visit, to a huge complicated cave maze (labyrinth). This will lead you (with some pleasure) outside (on a dark evening) in order to kill some grunts. You are there close to the end…which is unfortunately lacking. BTW an enjoyable experience if you do not hate dark areas


Playtime: 2 hours
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Rating: A B C D E (77 %)



Friday, March 23, 2007

Catacombs : Part 1 for Half-Life

***NEW***

Level name: Catacombs: Part one

Author: Silent Rain aka 7Azimuth

Date of release: 4 avril 2006

Size: 2 202 Ko

Number of maps: 5


website: none

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=154210

Story: none

Review:

This is a not so old release for Half-Life, it really remembers me the catacombs levels from RTCW and even if the ambiance especially sounds where a little lacking, I enjoyed it enough to make a small review of it

Design is correct but not really atmospheric, quite logic if you are in a cave: huge walls with same texturing making a sort of underground maze, texturing is repetitive and mostly straighforward so you couldn't really be lost... in some place you will encounter tombs, blocked passage or even see Barney runing (which was a little trilling) ambiance is quite dark but misses without no doubt more sounds and 'zombies' effect (like taking away sientist by holes).

Gameplay is quite basic some little puzzle quite easy button push (when it's a little hard there is an arrow...) to make you progression but, like in RTCW you can try to find secret places (5 to 6). Fights are limited to some zombies and headcrabs...hunting for weapon is not necessary but will make it easier.

The ambience is correctly set together but misses more sounds and traps or short scenes showing 'accidents'. What has also to be noticed is that situation are too static (all seems to have happened shortly before you arrive but you'll never face a real accident)
This is actually only part one and I really hope to see a sequel in the future.


In conclusion: A quite honest release with all put together an average construction that is highlightened here and there by some good idea (barney running, secret places).



Playtime: 20 minutes

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Rating: A B C D E (62 %)

Thursday, March 15, 2007

UAC maintenance Department for DOOM3

***NEW!!!***



Level name: UAC Maintenance Departement

Author: Eric Stenborg

Date of release: 25 september 2004

Size: 3 102 ko

Number of maps: 1



website: http://www.stenborg.us/doom3maps

download: http://www.stenborg.us/doom3maps/maps/maintdept


Story:

There is no real story behind It's just like if you were working in a maintenance department on a new Mars base and something when wrong. Your main objective is to find the escape port


Review :

First of all it's a quite old release back in 2004 and is part of the 20 first maps released. Taking this in account and the fact that all community grew and update a lot the way of mapping till then, this map should really be looked in a way the author has high potential of developping stuff.

The General Design of this release is certainly above average there is a good use of texturing (well mixed), squale is ok and general ambiance is not only focus in one theme but visit cotrectly the design of a complex. It's perhaps a little too dark (but it's part of the ambiance and gives more power too traps) and certainly miss some cutscenes or a more gore feeling buy travelling trough places where mess has put everything incide out.

Scripting is slightly present trough launch screen and pda use bot lack perhaps some more key hunting or activation panels.

Gameplay is well fitting the release increasing difficulty with progression and give the player some 'arena' fight that is part of doom history.


In conlusion: for a first release from the author it really got eveything to create an enjoyable release. Well worth to be tested.



Playtime: 20 minutes



Rating: A B C D E (72%)

Saturday, March 10, 2007

Lost Facility for DOOM3

***NEW!!!***



Level name: Lost facility

Author: Robert 'BJA' Hodri

Date of release: 27 july 2006

Size: 59 209 ko

Number of maps: 3



website: http://www.bja-design.de/index.htm

download: http://www.bja-design.de/images/d3maps/lostfacility/bja_lostfacility.zip


Story: None

Review :


This is the second release from the author according Doom 3 (for the other check Genetic Review) and like the first one it's really a recommended release.

This time Robert create a 3 maps pack that include an immersive intro cutscene. Architecture is even better as in Genetic and crafted in a intense and solid concrete building that doesn't include a lot of dark area (always a good way to hide a little the architecture failure). It's so huge that you sometimes ask yourself 'did i already past here?' Texture and items are well place all over to make realism even better only doors bother me a little (DOOM3 steel door in a concrete crafted building look foor me a little out of context). Progression is straight forward and there is no real forward-backward moving through the complex, you will just revisit place by door that are
unlock.


Gameplay is perhaps not enough challenging (but i highly enjoy this choice since i
don't want to reload 10 times). Puzzle are smart and easy to understand and in this
way (challenging and easy'puzzles') you will easily rush through this huge compilation is less than 1 hour.

Is there anything to complain not really except those door mentioned before (but it's just my opinion) and the unfishinished place monsters came out (if monster come from a vent which was not created like it should but just like a square box behind it, it let a feeling of unseable detail don't have to be drawn whish is sad). Also perhaps, except the end boss, the not enough challenging gameplay.

In conclusion: Like Genetic, this release is another eye candy you should miss, even if the gameplay through puzzle and action could have been more polished, it's defenitly another 'BJA' recommended experience you should try.



Playtime : 40 minutes




Rating: A B C D E (86%)

Monday, February 26, 2007

new link

I recently decided to add some review for the let's called them WW2 game release (so map for all version of Call of Duty and MOHAA)
If we consider Sp map corner as a place where we can see covering of most games that are related to science-fi and so to planetphillip, i thaught it was better to not mix WW2 and Sciense-fi.
If you're interest there is a link in the right toolbar called only for ww2 sp campain

if you want to add the link in your favorite : http://ww2spmapcorner.blogspot.com/


any suggestion or comment are welcome.

Tuesday, February 20, 2007

Abestos for FarCry



***NEW!!!***



Level name: Abestos

Author: Andrea & Davide Ranchetti

Date of release: 29 June 2004

Size: 5 702 ko

Number of maps: 1

website: -none-

download: http://farcry.filefront.com/file/Abestos;36948

Review :

This is my first try at Farcry Release, and i didn't really choose the best out of there. There is no storyline for this release it's just a shoot to progress mission with no objective. The mission just will lead you from place to place across three islands where you will need to eliminate all kind of enemies.

Design is below average, object are just put together in some place in a kind of atoll place consisting of 3 small islands first place is flat with quarters, miradors and other 'just put into stuff', when all enemies are out (pay attention that due to the fact there was not attention to frames per seconbd display several enemies does not always appeas) you will take a boat to the island you choose next (the ones in front is only consisting of non human enemies from all kinds) the last island being the best designed one (far away from a great designed map) where AI doesn't always react to your presents... I suppose the end is when you have kill all living entities.

In conclusion: without using some scripting and just putting things together doesn't offer a enjoyable experience. this release make me thinks to a lot of maps that where created for Duke Nukem with no archtitecture, oversize design and just being a killing feast. The only good thing for me is that the author understands basic tutorial that need to be use to create a map but didn't make any effort to create something consistant.





Playtime: 30 minutes







Rating: A B C D E (30 %)

Monday, February 12, 2007

Killing Shift for DOOM3

***NEW!!!***



Level name: Killing Shift

Author: GodMode

Date of release: 25 January 2007

Size: 3 007 ko

Number of maps: 1



website: -none-

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=355641


Review :

Like the author tell in the readme file he builded the map in a classic Doom style. And this is really the case progression is streight forward with a mix between key hunting and monster killing.

Design is average with in some place perhaps to much details, link between places is well constructed with a good use of texturing, progression is quite easy and mixed between theme visited make the map a good enjoyment to play through. Architecture is perhaps a little to flat but provide a realistic outdoor and indoor environment.

Gameplay is well balanced, challenge is increasing with the progression and make it harder when you reach the end. Enemy placement are correct but could perhaps use more traps and ambushes. Ambience could have been anhanced by better use of lightning (quite good in the first part) and sounds (not enough present)

In conclusion: The author shows through this release that he manage to use in a good way the editor. There is still a lot of thing to implement in order to create a great doom3 release by, fpr example use of small cutscenes, more atmospheric architecture and certainly intercommunication through PDA. Even if the map could be rate as average since it produced a correct gaming experience i suggest you to play it to make your own opinion




Playtime: 30 minutes




Rating: A B C D E (66 %)

Thursday, February 08, 2007

Trite Breeding Facility for DOOM3



***NEW!!!***




Level name: Trite Breading Facility

Author: Thearrel 'Kiltron' McKinney

Date of release: 29 May 2006

Size: 25 895 ko

Number of maps: 1



website: http://meanarena.planetquake.gamespy.com/

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=187411


Review :

For this mission you are send by a teleporter to a place where once more some scientifical experiment went wrong. You are send to the place to see if there is still something that could be done to clean the place.

Design is in this one a great surprise, All the area you will explore are massively created but never too repetitive (most great arena you will enter have quite the same feeling comparison between schreenshot), it's really a flash in the eyes how great it was put together. You are going to travell in a well organize way through the facility (from center place to vent 1 then get back to center place to go in vent 2 end after getting back to the main area for the boss fight before escape) progression is so linear but not in a linear way (forward-backward) if you know what i mean.

Gameplay is quite on the upper ranking providing weapons and ammo in the good place and not with overall profusion (health supplies goes in the same way) enemies placement is quite logic but also oldscholl (hard attack from different directions at the same time) and create an experience where too fast saving isn't the good solution. the whole experience is perfectly balanced and increase the gaming time without any frustration. there is no bug except perhaps the pain it takes to access vents (jump-crouch-forward...).

Ambiance is perhaps the only thing which disappoints me a little in this release, there is nearly no scenario that support you progression (through PDA for example) you are sometime in connection with you radio but for one of the place it seems quite interesting (control room with spider queen) the environment sound masked nearly all the conversation, most traps are way to predictible and not enough trilling (except the short attack moment after destroying the two cores) . Ambiance sound, lights effect and power failure trick could have certainly add something in this way.

In conlcusion: this release is a great piece of artwork quite atmospheric that just missed a small attention to general mission and ambiance to create perhaps a map part of the top 3 best DOOM3 release... it is still without no doubt part of my top 10 D3 map !

Playtime: 2 Hours



Rating: A B C D E (84%)

Sunday, February 04, 2007

Escape for Quake2

***NEW!!!***



Level name: Escape

Author: Mr White (Loki's mission)

Date of release: 09 September 1999

Size: 15.6 Mb

Number of maps: 5 + 1 secret


website: here

download: here

Story:

You are the only member of your platoon to be captured alive. You have been imprisoned on a Strogg space vessel on it's way to Stroggos, where you will most likely be turned into food. As luck would have it, you're able to overpower a careless guard in your cell and take his blaster. This is where we begin. What comes next is up to you. Good luck, you'll need it.

Review :

I just decided to replay some Q2 stuff recently and since other releases I have played from the author where great (the Xeno project 1&2). I decided to give this one a try. First of all I installed the mod (easy with the self installer) and then I start directly into the atmosphere by a short cutscenes that shows up.

Then starts you mission survive, destroy and escape. All put together this mod is really convincing with all what makes a release enjoyable: mostly above average design (with perfect set of textures, ambiance and creation) from outdoor to indoor, with hallways and quarters, in a mix of colours that only suffer from the old engine (structure and details looks sometimes to rough and not enough squaled to detail).

Scripting is perfect and link all maps together to make you fullfill objectives in the best way adding a lot (perhaps too much) travelling. The addition of a new weapon and some new codded soldiers add the perfect touch to transfer from a simple episode to full pack mod.

Gameplay is great from start to end and make it difficult to stop a while alternating puzzles and fights with some secrets hunting or looking for health to survive because it's also in some place a challenging experience. The experience isn't to complicated to solve and if this is the case there is a walkthrough available. After solving all those little objetive you will need to return to the starting ship to achive your last objective...destroy the research lab (there is also a kind of alterantive ending by a secret level) and so that's it...

In conclusion: playing through this mod (after playing Zaero demo) just reviel to my eyes that there seems to be a bunch of good Q2 releases I never tried before. If you still have you Q2 CD i really recommand to reinstall it on your computer taking in account that use of Opengl with up to date processor and grafic card could certainly give a second breath to all those Q2 release and particulary this one!

Playtime: 4 Hours

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Rating: A B C D E (88%)




Note: those screenshots were taken without permission from the 3d m r review mostly to show the quality of design you can obtain if everything is fixed correctly in High definition

Wednesday, January 17, 2007

Cave for Half-Life 2

***NEW!!!***


Level name: Cave

Author: Thomas "Stadric Gonzalez" Kelley
Date of release: 24 november 2006

Size: 9 262 ko

Number of maps: 1



website: http://www.halfwit-2.com/aild/

Review :

This is the second release from the author (check is site for the other one that isn't bad too). This one can be, I think, considered as a totally playable and enjoyable DEMO map. In this one (like the title explain it without any doubt) you will pass most of the time in a...cave. The design starts slowly in a simple squared room were you will take you HEV suit that is in charge (you can cut the power) and after you will try to get out when you hear an explosion in the toilet room. There is a hole in the ground that will lead you to the cave quite well build with a high atmosphere full of Quake and RTCW spirit. Design is average to above average (more through the effect use by the author that are cool but i won't spoil them). The atmosphere especially in the cave is enhanced by sounds. Combats are not really present (but will be perhaps more part of the upcoming entire release). Progression and puzzles are easy and you are more in place to enjoy them than getting nervous not beating them. Ending is a little wierd and abrupt but certianly manage to make us seen more from the author.

In conclusion: Even if the release is short in playtime (but certainly not in construction time) and can suffer from the absence of real gameplay or lack of fluidity to the theme visited (dificult to mix a medieval cave with futuristic train ride), it's worth to play it through and appreciate the neat effect that the author add to is map.


Playtime: 10 minutes

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Rating: A B C D E (69%)

Sunday, January 14, 2007

Obi-Wan map01 for DOOM3

***NEW!!!***




Level name: Obi-Wan map01

Author: Henk 'Obi-Wan' Bernhardt
Date of release: 25 september 2004

Size: 15 167 ko

Number of maps: 1



website: http://home.telkomsa.net/obihb/

Story:

It seems that there is something strange going on at a research station on Mars, no contact anymore and the last new was just telling us that there was something terrifying happening there...Marine you will be send there to clear the situation.

Review :

According this release i think (but i might be wrong) that the first intention of the author was to create a model that could be use for a mod (most of the work from the author is modeling) but since it was created the author simply decide to make a custom map to include is model. Result is for me excellent.

The mission start directly with a short cutscene of you, marine, landing at the facility. Mission will directly start in a strong and solid architecture you will easily noticed that 75 purcent of the map is composed by hallways but they are so highl detail realistic and non repetitive (in structure and design) that you won't notice it.

Progression is streight formard without any PDA or accessing requirement, weapons are provide on the good places but without any exceed, for the heath and armor they are only present near the end...witch will certainly create a good challenge, enemies are well placed and could just get on you with some frightening.

Sound is used with parcimony and this is a great idea because it helps creating a opressing atmosphere.

Finally the end place will be naturally in a kind of anciant cave were the arena will be the place to survive or die against the monsters that hopefully for us doesn't move to fast.

In conclusion: All together for a first map from the author it's a master piece everything being put together to create a perfect release full of challenge with above average design and great atmosphere, it's not perfect but certainly give me (and hopefully you) a enjoyable moment of gaming

In conclusion: There isn't much to say about this release since it's really short but the way it was release was more to convince player after a short experience to follow this upcoming release in the future whish will certainly be my case.


Playtime: 30 minutes

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Rating: A B C D E (84%)

U.A.C. Reincarnation: Omega Labs for D3

***NEW!!!***



Level name: U.A.C. Reincarnation: Omega Labs

Author: Scott 'Sythen' Baker

Date of release: 14 january 2007

Size: 261 ko

Number of maps: 1



website: http://www.doomwadstation.com/forum/viewforum.php?f=74 (forum only)

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=339907

Story:

You have been sent out to find out what catastrophes have happened at the new UAC Omega Labs. It is your objective to keep whatever is in there from getting out, and this objective is classified..

Review :

Like the author tells this is a kind of beta release (bugfree!) from an upcoming serie Sythen and friend are working on. Looking to the exlpanation already tells you that this kind of intro will not be huge (especially regarding the size). But lets take a look at it.

Start and experience will run fast and smooth design is for me a little above average with quite basic room but well textured and correctly 'ambianced' for this small intro. You will also recieve the PDA with some on screen message and stuff also correctly put together. gameplay is too easy (hopefully the author din't put 100 monster in this tiny release) but it wasn't the aim to kill interest from players travel through some room and killing less than five enemies will lead you to a kind of control room were a short on screen scenes will lead you to the end.

In conclusion: There isn't much to say about this release since it's really short but the way it was release was more to convince player after a short experience to follow this upcoming release in the future whish will certainly be my case.

Playtime: 5 minutes

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Rating: A B C D E (68%)

Tuesday, January 09, 2007

Assassin Mark 2 for Half-Life

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


Level name: Assassin Mark 2

Author: Stuart Maine

Date of release: 30 july 1999

Size: 806 ko

Number of maps: 4



website: http://www.mrbunwah.co.uk/levels (dead)

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=145815

Story:

21 hours ago, a top secret government agency sent a team of it's elite assassins to a government laboratory on a mission to neutralise all of the scientists there. When the assassin team exceeded its mission time and failed to report in, the agency decided to send its lone, experimental Assassin Mark 2 into the laboratory in an attempt to complete the mission.
Your mission objectives will be supplied to you when you enter the laboratory. If you cannot complete your assigned objectives you will be expected to terminate yourself.
Good Luck

Review:

This is one of the three releases that Stuart Maine did for Half-life (he has made several maps for Quake1 including Assassin 1 ) After improving himself through mapping for Quake, Stuart skipped (moved) to Half-Life… with success.
Stuart has really his own mapping style with a different approach (does something different than others). In Assassin mark 2 you play the role of an … guess what? and your mission is to eliminate 5 scientists who have the power to destroy the Earth. The whole mission happens in an atmospheric base (green-black wall texture, concrete structure and snow). This 4-map pack features a well balanced gameplay between fights and puzzles (sometimes tricky). Surrounding atmosphere enhanced this pack especially when the music from the original game starts, it’s never too hard and it’s gonna keep your interest for less than 1 hour.
Worth downloading especially if you got bored of the classic HL pack.

Note The first Assassin release is worth to play so if you never try it on Quake 1, it’s never to late especially if you like Challenging gameplay…

Playtime: 50 minutes


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Rating: A B C D E (77 %)

Tuesday, December 19, 2006

Boreality for Half-Life

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


Level name: Boreality: Part one

Author: Erik 'Gibmaker' Hopkins

Date of release: 4 october2002

Size: 7 809 Ko

Number of maps: 10


website: here (dead)

download: at planetphillip

Story:

In a last-ditch attempt to escape Black Mesa with their lives, a militia of scientists, among them Gordon Freeman from Sector C, swarmed a small airstrip and hijacked the helicopters there, intending to fly them to the nearest major city and safety.
There were many casualties but the plan seemed to be successful - the survivors got the aircraft up and it did not appear that they were being pursued...things looked optimistic.
But then...there was strange interference in the air. Radio signals were garbled. The instruments were measuring high levels of atomic activity. Suddenly, a giant warp rift opened around them and the whole fleet disappeared into it...
Gordon Freeman came to drifting down on a parachute towards a dark field of snow. His suit was registering extreme cold but the shield was holding. He hit the ground awkwardly and threw the parachute off of himself.
There was a small cabin in front of him, buried under snow up to the second floor balcony. He crawled in through the balcony doors and... heard the unmistakable squeaking of headcrabs nearby.
There's snow everywhere, he thought. So this can't be Black Mesa. So why are there monsters here? Where am I? ...And how do I get back?

Review:

This map pack (10) was finished more than 6 years ago (only got released at the end of 2002).What is strange is that the author is really self-critical about is work (strange considering it’s good).
OK, It fell perhaps through a good storyline but it shows us a really good mix between set pieces, design and gameplay (especially because I have the feeling that Erik really prepared every section before attempting to put his idea into Worldcraft).

The action takes place in a forgotten town that was cut off the world by a huge snow storm (some new experiment of the G-man?) You are there to clean up the first house (which is a replica of Erik’s house) from the alien invasion. The snow area with its special ambience sometimes reminds me of the movie The Thing…a little frightening. You will find the classic alien enemies of Half-Life with a predilection for headcrab and alien slaves. They are always well placed and due to the fact that ammunition and health are limited you will need a lot of care to progress. According to the design, it is for me above average. You don’t encounter a lot of hallways that usually make you go from a section to another. There is always a good organisation of rooms with, here and there, some personal touch from the author that really fits the ambience.. Puzzles are not complicated but are there to remind us that half-life is really a great game thanks to them.
Is there anything that could turn this add-on down??… Perhaps: some areas are really confusing. Especially all the ‘lost passages’ in the sewer maze section. Also most of the indoor sections really need the flashlight There is also a lack of health and ammo , not a huge diversity in weapons…
But all this together really helps give us a good time of playing and add an other way of thinking to Gordon’s progression (think and look around before you attempt to do anything).

In conclusion, Boreality part one is a good surprise and due to its good overall quality really needs to be played through. This pack’s gonna make you remember how Half-life is a great game…
Hope part two will perhaps be digged out.

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Playtime: 3 hours 30
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Rating: A B C D E (82 %)

Thursday, December 14, 2006

The City for Chaser

***NEW!!!***

Level name: The City

Author: Kastun (Acclan.de)

Date of release: 01 janvier 2006
Size: 2 873 ko

Number of maps: 1



website: here seems to be dead

download: here

Review:

For this mission you are send to a city where you will need to find a contact to end this mission.

Start of the map look promising a small intro cutscene make you enter into the city where you will be direct under fire, progression is not directly obvious but you don't have a lot of choice (intersting feature being that when you knock on a door a enemie point at the opposite upper window). you will progress to building by some tricky jump (I personnaly find it not easy to jump and crouch in this game) and then will progress by a sewer to the second and last part of the city where after some good fight you will met your contact by another short outro cutscene.

Design is correct but doesn't create the perfect city ambience: building look the same, you have directly the filling to be put in a squared place and detail thorugh the place you visit isn't really present. I take also in account that this map isn't huge two streets linked by a sewer and some small places to visit and that's all.

Gameplay is pretty basic too. Linear progression without any puzzles (except conisdering the way you need to progress), challenge is present by fight and small amount of medkits but hopefully doesn' t make it unbeatable to finish.

In conclusion: I don't have any idea if this was the first release from the author. the way he wanted to create a city map was already a big challenge (choice of texture,difficukty to create something realist) and in some way he succeed in some point at creating something different. But look to the overal realisation i still consider there should be a lot of work added to really create a good city map.

Playtime: 25 min

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Rating: A B C D E (59%)

Tuesday, December 12, 2006

Aftermath for Half-Life

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

Level name: Aftemath

Author: Stuart Maine

Date of release: 23 August 2002

Size: 806 ko

Number of maps: 1



website: here seems to be dead

download: at planetphillip

Story:

Aftermath casts you as a survivor in a post-apocalyptic wasteland. As it starts you've stumbled on the seemingly deserted remains of an outpost of some sort. Do what you can to survive and move on.

Review:

This is a small set piece made by Stuart Maine (Other release Assassin Mark 2).

On his site Stuart says : ‘I’ve tried to do two things: Firstl, to see just how much detail you can get into a level before running out of brushes. Second, I wanted to try create a spooky horror atmosphere, without using any new texture, sound, model,…’ In regards with what he told us, he did succeed. In my opinion this is the first time that a stand alone map really catches my attention, with a particular ambience like in Neil Manke’s They Hunger Add-on. You travel trough an abandoned chemical base (on a dark covered evening with thunder lights), where you encountered the ‘living dead’ (zombies and headcrabs), the weapon possibility is also limited (which is good), finally the puzzles to get through are quite simple but not always evident.

In conclusion : A short experience that create an unique atmosphere only by using original texture and feature.

Playtime: 20 minutes

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Rating: A B C D E (80 %)

Genetic for DOOM3

***NEW!!!***


Level name: Genetic

Author: Robert 'BJA' Hodri

Date of release: 28 june 2005

Size: 55 425 ko

Number of maps: 2



website: author's page

download: here

Story:

We write the year 2022. The UAC is the world's most powerful corporation in bio chemical researches. They were making experiments with a new kind of virus...but something went wrong. You're special agent M. Brandon and you'll have find out what happened in the UAC Building.

Review :

This two mappack is fully playable but enteded to be part of of Modification that was saddly canceled. The author decided to finish and release is work (thanks to him for it!). Like the story tells you you are send to a 'high tech' ressearch facility to investigate about what happens.

Directly at start the design will blow you eyes, top design and attention to details, perfect use of textures include custom ones the whole put together with a quite gloomy atmosphere where the missing sounds make it more trilling when you hear some footsteps...

Progression is mostly streight forward and linear(not taking in account key hunting). You will, through your progression, noticed that it couldn't have been possible to make a huge building full of details without some of them being repetitive. Attention from Robert has also be put to make a mixing of lighted, outdoor, indoor and darker place to create a not to repetitive environment that could have lead the player to a kind of boredom. Scripting and interactivity is also present but really in a tiny way (no PDA, short cutscenes, short on screen objective, nearly no activating process) but this doesn't alter the gameplay.

According Enemies/Monsters they are only human (Z-Sec class and Zombies class) and give us for one time a break from the quite repetitive mission out of earth full of those 'unpossible' monsters. Their placement is always good without any unbelievable respawn.

Weapons and ammo are well place without offering the entire set of DOOM3. For the medic it's the same they are delivered on the right places. For both of them perhaps a too huge ammount is put throughout the whole levels creating a quite easy mission to handle (didn't died ones)

In conclusion: This mission was quite an interesting suprise for me. Since i'm working in a research lab, hopefully only on minerals, this make me think in some way to a more realistic approch on mapping (especially for DOOM3). Finally, exept the fact that environment could look repetitive (especially office) and that challenge could have been a little bit more present (only by decreasing ammo and medkits) this first doom3 release from Robert was a recommended experience you should try.

Playtime: 50 minutes

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Rating: A B C D E (81%)

Thursday, December 07, 2006

Affliction for Half-Life

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


Level name: Affliction

Author: Tony Hiltunen

Date of release: 10 January 2002

Size: 6 120 ko

Number of maps: 10



website: here seems to be down

download: at planetphillip

Review:

Affliction is certainly one of the best example of designed perfection. The storyline is quite simple (perhaps too simple): you are sent to a research base where you encounter some aliens and grunts combat, your only aim is to solve some easy puzzles in order to escape from the plant.
This piece of work is somehow upgraded by 3 new weapons (well designed!), this is normally seen only in huge realisation, and it gives a special touch to this small map pack (only 7Mb download).
Is there any thing wrong to tell? Perhaps, if you’re looking for very challenging combats, lots of cut scenes, special ambience,… then you’re gonna be disappointed. This is only depending on what you like… for me, personally, I rather prefer a well designed set pieces that lacks on challenges and durability in time (only 2 hours to complete) than a stand alone map where there is some kind of killing feast without designed area.

In conclusion : This is a mini mod you shouldn't miss, absolutly worth the download


Playtime: 2 hours

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Rating: A B C D E (86 %)

Monday, December 04, 2006

Military complex for Chaser

***NEW!!!***


Level name: Military Complex

Author: Duke? from doommap.cz

Date of release: 28 october 2004

Size: 2 990 ko

Number of maps: 1



website: here
download: at planetphillip


Review:

Note: I don' t really know if there is a background story. I was not able to have a sufficiant translation according this prequel to an entire new episode (still ?) under construction.

This first attempt from the author at mapping for chaser (looking at the fact that there are not a lot of other releases or active people who could help) Is quite correct in a general way even if it could look poor to average release for other more covered games.

Mission objective is the mostly use in sp mapping: make your way trough and find the exit.

You are travelling in a military complex (sort of) with in some place embushes. Progression is mostly linear in a quite repetitive environment. The design make it more look like an unfinished subway with multiple blocked way by gravels or locked door. Architecture is quite repetitive and only indoor, it doesn't look always true. Gameplay is mostly streight forward with some small puzzles (start and progression over a gravel heap in the low foor) combats are well spread but under challenging with the rifle+scope (only weapon given). Ending appears after the second screen when you open the door.

In conclusion : Correct release for a first one but misses certainly a mix between architecture, unlinear travel and better balanced gameplay. Still fun to give it a try


Playtime: 20 min

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Rating: A B C D E (65%)

Operation Stutze for RTCW

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


Level name: Operation Stutze

Author: Nicklas 'SWEfighter' Ornros

Date of release: 16 january 2003

Size: 1 264 ko

Number of maps: 1



website: NO

download: here

Review:

Operation Stutze is the first release from the author and came out nearlly 4 years ago. It is a single ‘small’ map release, which is relatively short but interesting.
This time Sergeant Blazkowicz has to enter into a German military base in order to find some important documents for this he will need to eliminate an entire Panzer division but shuuut…it’s a top secret mission.
The action takes place in a huge storage hall containing a garage, quarters, storage room. Design is well done and provides some interesting details but perhaps in a too dark ambience. The way of progressing is quite obvious except perhaps for finding the exit.

In conclusion: this map is a good attempt from the author at entering the really restricted community of RTCW mappers, with some additional outdoor areas allowing combat. This map could have been really great… hope there is more to come from the author.

Tips: to find the exit, just look for a vent…


Playtime: 45 min
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Rating: A B C D E (76%)