Tuesday, October 30, 2007

Mistake for Half-Life

***NEW!!!***



Level name: Mistake

Author: Body


Date of release: 28 October 2007

Size: 27 530 ko

Number of maps: 13



website: none

download: At plantphillip.com

Story : none


Review :


In this release you will try to travel to the exit of a kind of psychiatric hospital. The ambiance take some inspiration from classic movie but also from recent game like F.E.A.R.

Design is really creative not only focus on environment (textures) but also on HUD, menu, sound and models that have also been modified. The ambiance create through this whole release is immersive, the custom content and the way it was build together, makes it sometimes difficult to recognize it was build on the HL engine. Ambiance is visualy good but misses perhaps some more anyoing sound some content and especially the enemy models are a little disapointing but don't really alter the general pack

Gameplay is a mostly straight forward progression (enhance by flashlight if you find it) it's just a succession of small thinkings, key searchings and some minor combats with a knife. Everything is quite obvious and is more enjoyable through visual effects till the interesting ending.


In conlcusion: regarding the easy gameplay, the enjoyable experience and even if it's far aways to be perfect this one should be tested by all fans of nightmare games



Playtime: 30 min



Rating: A B C D E (74%)

Friday, October 26, 2007

Distraction for Quake 1

***NEW!!!***

Level name: Distraction


Author: Mikko Sandt

Date of release: 23 September 2007

Size: 1001 ko

Number of maps: 1



website: here

download:





Story : None


Author's Note :

My first Quake map. I’ve been playing Quake since 1996 and I always wanted to make a level. Well, better late than never, eh? I’ve been building mostly Duke3D maps for the past ten years (sad, isn’t it?) so Worldcraft was somewhat new to me. This may be one reason why the level is somewhat x-axis and blocky (not that that was my intention - it’s just something that happened subconsciously). Naturally, I had to learn the editor as I worked on the map. It’s not so bad - there’s a fair amount of details, the texture set is lovely and the gameplay was tested (by The Silent & Sielwolf) before release.

Review:

I know 'virtually' the author for arround 10 years now, since my favorite game Duke Nukem. He has a marvellous site for this game and provide always good feedback for all the request i made, especially with beta-testing my map.

Back to the subject, Distraction is the first quake release by Mikko and it took quite a long time to be release. The main team is industrial/complex and feature all what a good map really need to be enjoyable.

Design is good, it even impressed me knowing that Mikko mostly used the duke nukem engine to create map and that worldcraft as a totally other appoach. The strucure of the map is really familiar to DN based map: it's quite limited in open space as a 'key to progress' gameplay and as a less gothic to medieval approach (not only regarding the theme but also in relation with the architecture). All in all the texturing, atmosphere and theme was pretty well handle to create a no linear map with a mix between outdoor and indoor, not limited to the main floor, using some on text messages to increase the ambiance and showing enough variety to make it not monotonous.

Gameplay was another suprise through mikko's approach but sadly I was disapoint with that. The gameplay was for me too much challenging (but this is always intended with Q1 releases), health and ammo was sparely provided with the progression but traps and ambush make it more a quest to survive that the kill to progress experience. All objective are easy to achive (except the quest for secret places) and is more a key or button switching progress ... the last place to fight like all good release is always linked to the apogee of a fighting quest and in this place you should be warned, it's gonna be a nightmare.

In Conclusion: I really like most of Mikko's releases and this one is not an exception through it's design and atmosphere, he ones time more succeed in create a excellent map.



Playtime: 30 minutes




Rating: A B C D E (79%)

Tuesday, October 23, 2007

Recon for Half-Life

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


Level name: Recon

Author: Michael Sisk

Date of release: 8 November 1999

Size: 3 348 Ko

Number of maps: 9


website: none

download: At Planetphillip.com

Story:

This level picks up after Aggregate Pain. If you played that level, you know that you escaped in a jet. Anyway, as you are flying back to your base, you receive new orders to head back to an adjacent part of the base. You are to find a satellite that the enemy has constructed and then destroy it. As you'll soon find out, your flying skills are a little rusty; you end up crashing the jet and your bio-hazard suit is fried to a crisp. Don't worry though, you'll find a new one soon.

Review:

Recon is the third release of Michael Sisk. It’s really much better than sepulcher and an improvement from Aggregate pain which was already a good experience. This time, Michael gives us an entire mission to complete from a plane crash to an end battle on Xen. Even if there are some problems (R_speed, enable to save at the end of the train station, missing some cut scenes), It is really well designed, providing ambushes (not a so onbeatable as previous release) and secret places in a really fluid mission pack. Progression is obvious but increases in difficulty as you get closer to the end. It also somehow follows the original game but never with the feeling of playing a bad copy. End battle on Xen is honestly challenging.

In conclusion: With some more added cutscenes and less relation with the original game, this realization could have been a top classic…It’s still a more than enjoyable mission.



Playtime:
1 hour



Rating: A B C D E (80 %)



Tuesday, October 16, 2007

Instinct for Half-Life

***NEW!!!***

Level name: Instinct

Author: Richard Martin

Date of release: 19 July 2007

Size: 10 548 ko

Number of maps: 10



website: none

download: here



Story (taken from Planetphillip):

“Otherwise… well… I can offer you a battle you have no chance of winning…..rather an anticlimax, after what you’ve just survived…”

Take the job. All that you had to do was just take the job. But, no. You decided that your pride was more sacred than your safety. And thanks to a teleport malfunction you are back right where you started… four kilometers underground in the darkest corner of the Black Mesa Research Facility.

When you regain your conciousness, sirens and screams are all you hear as you wake up to the reality of utter chaos and destruction. Corpses lie mangled in pools of their own blood.

Hallways and staircases are sealed - collapsed by airstrikes. To top it all off, most of the inhabitants of Xen have used their natural instinct to migrate here since the destruction of their home planet, and rifts in space time continue to throw Xen creatures into the bowels of Black Mesa.

Now your trapped in an alien-infested hole in the ground with only one objective - reach the surface alive. Unfortunately, that may not be as easy as it sounds, because the military has decided that rather than kill every witness individually, they are going to simply seal off all of the exits…..and then set off a thermal nuclear weapon.

Now its a race against the clock as you fight your was through infested alien nesting grounds and military blockades while constantly trying to reach the surface and get out of here alive. Hopefully you make it to the surface soon, because in about 12 hours, the entire facility will be reduced to radioactive dust.

“No regrets, Mr. Freeman.”


Review :


This episode to age to be release like the effort it was put in sadly the other decided on one day to release it fully playable with any major bugs but missing a strong ending and perhaps also some cutscenes or oriented mission by on text message.

Design is mostly above average, with a good attention to texturing and layout even if some place on low computer may be the cause of slow down most of maps are well interconnected and cleverly build together (there are sometime different way to progress), the possibility to find some 'secret places' if you sneak arround is also something i really like in all custom releases. What only give me some frustration what the huge amount of boxes from all kind used everywhere sometimes in unpossible place to store them but apart from this, attention to a good mix with puzzles and combats also enhance to whole episode.
Gameplay is quite staight forward with a good progress in think you will encounter while you progress (like in the original game) becoming harder the way you move through the 10 maps after each taught combats you will have some time to breath or the think for enjoyable small puzzles. Combats are well balanced and can be tight in some places but they never are unbeatable, progression is easy to handle and won't make you loose lots of time some good suprise awaits se at the end, that was perhaps the major disapointment being little abrupt and unpolished.
In conlcusion: a lot of time and effort have been put in this one and even if it's clearly unfinished it was a great enjoyement playing this one. If you look to another black mesa style mission this one is certainly for you .



Playtime: 1 hour 30


Rating: A B C D E (82%)

Wednesday, October 10, 2007

Improving contents

Thanks to Mikko Sandt I will add a integrate feature of Blogger called Labels (it's still work in progress) this will make people able to directly go to a special theme (in my case Game associated with map or mod).
For the one who are not familiar with it at the bottom of each review will appear a label (Quake2, Half-Life,...) by simply clicking on it you will see all review associated with the game.

I will also try to add in the review (this will be more usefull for WW2 sp map corner a link in each review to other reviewed map from the same author.

Sorry for the lack of update this is mainly due to actual professionnal life and i hope it will slow down in the future.

Any questions or comments are welcome ;)

Tuesday, October 09, 2007

Premonition of Angron for Quake 2

***NEW!!!***


Level name: Premonition of Angron

Author: Jonas N.P. Lindstrom

Release date: 14 January 1999

Size: 4 282 ko

Number of maps: 4




website: none


download: At Gamers.org



Story:

Warlord Angron has now gained power and command, this potent enemy to our civilisation has located his powerbase in an ancient retrofitted installation situated in a remote area of the planet Stroggos. In an early operation our Senior Commander JC was killed in action, Central Inteligence belive that Angron is planning to extract the information in Commander JC's head and use it to cripple our future operations.


Review :

This four maps unit is the second release from the author after Angron Installation. His first attempt that was short in gameplay and quite repetitive in design (especially regarding hallways) was a first good experience for whitch i just hope to come across a sequel.

Premonition of Angron was certainly what i was waiting for: Design is this time above average to even impressive in some part, the theme (Secret base) is well respected over the 4 maps with a good storyline and clear objectives. The is a whole of thing to explore (include interesting secrets area) in a huge complex base.

Architecture is well use and makes classic squared place mostly forgotten... linking through all those master place is not an addition of simply hallways (even if in the sewer part and the cave they are present) but makes a mostly prefect transition through all main places. Attention to detail though the sewer organisation or storing rooms (I really like the ammo on those palet box) make it's a not boring experience. All maps are well linked in a nonlinear way so that there is no oriented qwest at start (you need to collect and activate things but not in a certain order).

Gameplay is well balance between fights, traps and general objectives; the complex has really a filling of being huge and it's not always evident to find the correct short path to 'the next thing to do'. Even if sometimes you may think you're lost, the general progression in an enjoyable environment makes it not boring, Challenge is omnipresent and if you look for powerfull weapons you better check for secret places (all the ones i found where put in a constructive way arround the complex). The way you travel through place and kipping in mind not accessible place will make this release for some of us a real pain to complete but it's defenetly worth finishing it.


In conclusion: The second attempt from Jonas to make a Quake unit is impressive. It contains mostly original textures and doesn't real come with something unique but the way the complex was build and the whole interconnectivity through theme and gameplay make it really an enjoyable episode to play through. Pay attention not to be lost for age in this military base!




Playtime: 2 Hours




Rating: A B C D E (86%)



Note: for the one interested in the statistic releated with the release here are the details:



enemies ____objectives____ secrets_



map 1 : The Outer Compound______89/98______ 1/1________ 1/4



map 2 : The Power Instalation______62/62_______ 1/1________ 2/4



map 3 : The Inner Compound______64/64_______ 2/2________ 2/3



map 4 : The Palace of Angron ______70/71 _______1/1________ 0/2

Wednesday, September 19, 2007

Amari Aliquid for Q2

***NEW!!!***


Level name: Amari Aliquid

Author: Shaun [Kona] Ross & John 'Metlslime' Fitzgibbons

Date of release: 21 October 2001

Size: 2 386 ko

Number of maps: 6


website: here

download: At author's page

alternative download:



Description:

Amari Aliquid is a waste themed level but with a fresh look with all new textures by Metlslime, as seen in Oblivion. Your mission is to raid the Strogg fortress and fight your way into the basement of the complex where you'll battle the cloned second Makron.


Story:

Having defeated Makron in his evil palace, you escaped in a pod as his home fell to rubble. Unfortunately, your pod wasn't too effective. No wonder Strogg are losing the war. You end up being pulled into the Strogg planets atmosphere and crash to the ground. Even more unfortunate is that Makron isn't dead. The Strogg medics have built a new Makron clone already, and was activated as soon as the original Makron was destroyed. The new Makron has downloaded a recent copy of its predecessors brain, so this time he'll recognize you. Typically, you have landed in the same vicinity as the new one rests, while Medics finish up the job. But this time it will not be so hard, as with it being such a rush the base is not properly guarded. Also with it being such a well kept secret, the Strogg were forced to build it in a small waste factory where the humans would not bother looking! Back on Earth no one will know about this second Makron, so it's up to you to either kill him yourself, or (preferably) find a bigger pod to steal! As you approach a back entrance, you just know there will be no pod waiting for you here - just a pissed off Makron....

Review :

I'm back with a marvelous nearly perfect release from one of the best and most prolific mapper according Quake series (I & II). All release from the author are so well crafted using most of the time a lot of cutom content that it create so great moment of gaming that it becomes memorable.

Amari Aliquid is not an exception with the helpfull collaboration of Metlslime, Kona put together a 6 maps pack episode well handled with tons of new textures, an immersing gameplay and a wonderfull architecture.

The action take place like the origial game with a same 'revisited' story, you will so through you progression, from the wasted sewer to the upper level collect all dataCD to destroy the satelitte and after difeat the Boss.

Design is really great, use of color for every themed map in association with new texture create always a stand alone ambiance architecture altenate huge 'high sky' realisation with complex indoor building in a well balance travel from indoor to outdoor. Every new place will look like a new intesting surpise while travelling through all levels well connected to make it huge but without falling into a 'lost maze' quest. You will encounter while you travelling all the things that makes this game so enjoyable : lot's of secrets places, small action puzzles from elevator to gates with computer access, some voice acting, travelling plane arround all those things being put together really create the best experience.

Gameplay is from the same bottle as design: Travelling is non linear and interconnect al map well together, fight are increasing with progression and so do also the way you recieve weapons and ammo. Challenging is perfectly balance to make it challenging but not frustrating, enemies (more than 300 for the whole unit) are well placed and in sufficient number in relation with the place you will meet them. Objectives are comprehensive and not that difficult to achive. Making the whole episode a really enjoyable experience

In conclusion: One more time I feel to have the right decision to replay (or simply play) several release that came out arround 5 to 10 years ago for the second opus into the Quake gaming history. This one through the fact it was nearly perfectly put together is another prove that Q2 is a must have game for every FPS fan and that a lot of release (from the over 400 releases available through the net) are well worth to give it a try even if the graphic quality has more evoluate till then. So if you want a enjoyable experience into a well balance gameplay crafter with beautifull cutsom architecutre using custom use of color and textures this one is highly recommanded.


Playtime: 2 Hours


Rating: A B C D E (96%)





Note: for the one interested in the statistic releated with the release here are the details:

enemies ____objectives____ secrets______

map 1 : Amari Aliquid _____119/123______ 1/1________ 0/2

map 2 : Lower Palace ______63/64_______ 3/3________ 2/6

map 3 : Upper Palace ______62/65_______ 2/2________ 0/7

map 4 : Outer courts ______60/61 _______1/1_________ 0/5

map 5 : Inner Chamber_____ 8/8 ________1/1_________ 0/0

map 6 : Final Showdown____ 2/2________ 2/2_________ 0/1


not really good in finding secrets


Wednesday, August 15, 2007

Problems

I'm actually having problems to update all my pages due to technical issue both with IE 5,6,7 and Opera I switch to Firefox which make run the update correctly sadly for the other web browser i will need to switch to Firefox

Update will come soon

Tuesday, July 24, 2007

The Cage for Half-Life 2

***NEW!!!***

Level name: The Cage

Author: Bill Adams

Date of release: 26 March 2007

Size: 2 711 ko

Number of maps: 1



website: here


download: here



Story:

None, it's a simple industrial plant that you need to travel through and it's designed with puzzle in mind.


Review :



This Power plant was created with puzzle in mind which doesn't mean that design or fight are forgotten in this release.

Design is quite interesting in a simple way. Use of texture is well done and the general design is not too squary... you progress in a not linear way in order to solve several puzzle (on text message) to make you progress further. Environment isn't repetitive from indoor to other including a sewer part.It's neat but not being excellent especially regarding the outskirt.

Gameplay is the interesting part of this map it's just a succession of small puzzles (jumping, activating,moving,...) that will canalized your progression some fight will take place but even if your not an experience player they will be easy to survive. The gameplay is in my opinion well balance and only lack some good music triggering a little bit more challenge according fights.



In conclusion : a not so old map that shines one more time from the guildhall community, it's puzzle oriented not perfectly designed but shurly enjoyable for a really small part of you gaming life



Playtime: 20 minutes



Rating: A B C D E (71%)

Monday, July 09, 2007

The Heist for Half-Life 2

***NEW!!!***


Level name: The Heist

Author: Josh Black

Date of release: 06 March 2007

Size: 3 605 ko

Number of maps: 1



website: here


download: here




Story:

Inspired by the Hero's Journey, The Heist puts the player in the shoes of a Resistance commando on a mission to steal a weapon prototype from the Combine. Gameplay features include sneaking past enemy guards and hurling boxcars at an enemy strider.


Review :

Here is was the author's tell us about the way he wanted to created this level : "I set The Heist in an urban environment at night to enhance the stealth aspects of the mission. I want the player to feel that he or she is actually sneaking through heavily patrolled streets and breaking into an enemy compound, and I do that by filling the environment with things he or she would expect in that situation - bright streetlights, sounds of patrolling helicopters, grimy backalleys, etc."

Design perfectly fits the objective of Josh, the ambiance is moody and not really exiting just after you was teleported and start you mission, you don't know what's next, but ontext message provide will guide you and make you, firstly, sneak arround and beware of an hypothetic attack.

The squale, the look at relaism, the ambiance is omnipresent . The way the author jungle with the ambiance from a quite start to a rush and push ending make this map a real well put together realisation and event if the author tell us in the readme that this was a beta that need some improve it's defenetly look professional. The only issue, but perhaps it's only accodring with my spec it was slowing a little to much...

Gameplay even if a little too challenging in the second part (the author tells that this was a major part to be modified for the last update) really handle in a particular way your 'player identity' through the whole unit mixing with a perfect surronding ambiance the sneaking part with the more fight through part, reaching it's paroxism through the helicopter escape and the 'boss fight' I didn't really manage to succeed and just decided to escape.




In conclusion: This is for me another more than interesting realisation that shows the number of talented people that got graduate from the guildhall. It's short, not perfect but certainly will let you a good enjoyable moment of gaming.



Playtime: 30 minutes

Rating: A B C D E (78%)

Wednesday, June 27, 2007

Omega research facility for DOOM3

***NEW!!!***


Level name: Omega research facility

Author: Danny 'Ice Weasel' Robinson

Date of release: 19 juin 2007


Size: 53 987 ko

Number of maps: 2



website: here

download: here

Story:

Right before the disastrous invasion of the UAC's Mars outpost, priority cargo was shipped directly from Delta Level 2 to the former medical research and testing center, the Omega Research Facility on Earth. It contained a live specimen that the research teams had brought back from their expedition into the realm that was beyond the teleporter. The creature was dubbed "revenant" by the scientists, chiefly because the only description of it is a reanimated skeleton that seems to have somehow been brought back from the dead. Study of the creature has been difficult, and several staff have been injured. The experiment is extremely aggressive and seems to attack on sight. UAC HQ has recieved a distress call from the facility in the early hours of the evening. There is a code red, the experiment is loose. Last reports say the facility is under lockdown and the situation is under control, but those reports were over an hour ago. You have been assigned to go to the facility and evaluate the situation. Containment is vital.

Review :

This is not the first release from the author that is more focused on MP releases but it's a defenetly massive and interesting release. The story isn't quite original but at least is one of the most efficent used in DOOM3 mapping.

Design is from above average to brilliant with a lot of interconnection through the whole facility in all axis directions (meant you travel allways forward but take also elevators -up and down- and seems to travel through a huge well interconnected facility). Used of custom textures always increase the interest while you progress all architecture and design seems quite fluid and doesn't increase (or dicrease) in catching your attention till the end. the only minor draw is that in several place you can walk through walls and end in the other side of the map (clipping error) that should have been avoided by a correct beta testing...

Gameplay is fairly balanced but increase in difficulty (less health, more enemies) in the second part which will lead to several thaught combats. Progression is streight forward and won't provide any (except a juming one) puzzle. PDA's info and happening will keep you busy through you progression but both with no real immersion through a strong storyline, this could be perhaps a little disapointment in balance with all the rest. It could also be notice that codding has been apply to give some enemies more power, and that you can try to solve several access to 'secret places' (not that evident).

In conlusion: This interesting release does suffer from minor issues (clipping bugs, missing storyline, puzzles, use of a custom enemy as main objective), in the other end the impressive layout and design and the quite good balanced gameplay make it a real enjoyable episode that will perhaps disappoint several people by the abrupt, but original, ending. Another recommanded release that is well worth the download.



Playtime: 1 hour 15 min




Rating: A B C D E (84%)

Tuesday, June 12, 2007

Mr Deathwish Part 2 for Half-life 2

***NEW!!!***


Level name: Mr Deathwish Part 2

Author: Aro Aarponen

Date of release: 07 March 2007

Size: 13 923 ko

Number of maps: 4



website: here

download: here

Story:

None describe by the author but like in Part 1 after waking up in you home you will need to go to a secret base near a cost to kill another mad scientist that makes experiments...

Review :


After playing one year ago the first release of Aro called Part 1 (info available from www.planetphillip.com) and since I like it a lot a really was waiting for part 2 and to be honest I was a little disapointed.


Design, Like In his first release is really from above avearge quality. Attention to detail, without overusing them, is really well done to make something enjoyable from outdoor to cave featuring,this time, some well made voice acting. It sadly looks defenetly to short especially in comparaison with the First release.


Also the fact to reuse the first part (House of Mister Deathwish) could have use a more suitable transition like for example a teleport or a secret sewer with both or even a small cutscene showing Mr Deathwish going for his journey and not simply put you without any message on the secret coast.

Gameplay is not as much complicated as the first but also provide puzzle that not always seems obvious but this time I had more chance to find an easy way to pass through. It was one time morewell thaught and honestly enjoyable. Regarding fights and combats there are easy to pass thorugh or simply (in some part) could be avoided... Last part is more a typical combine reinforcement gameplay enjoyable but not more. It is important to note that in the srarting lighting tower is you go up by foot and not using the lift you 'friend' could not open you the path to the next level...


In conclusion: This is for me another really enjoyable release from Aro but I was defenitly looking for something more accomplished and polished regarding his first release. I just hope there will be a part3 and that this time the expirience will be less linear and longer (like in the part 1)


Playtime: 30 minutes


Rating: A B C D E (74%)

Monday, June 04, 2007

Reclamation for Half-life 2

***NEW!!!***


Level name: Reclamation

Author: Mike Pankratz

Date of release: 13 July 2006

Size: 5 268 ko

Number of maps: 1



website: here



download: here

Story:
there is no story behind but it could be easily put together : Dog as just been capture by the combine forces and seems to be hold in a manufactury. The way is to find him back and to save him.

Review :

One time more passing through The Guildhall at SMU made me find another interesting short but sweet release This time you will travel trough an industrial complex in a fight and puzzle mix to find and deliver Dog.

Design is well put together in a slithly above average architecture and design. The action is mostly indoor. The layout is made, in my opinion, in a little repetitive texturing but it fits well to the industrial theme.

Progression is obvious in a linear way but mostly oriented as a maze through lot's of upper floor. ambush especially manhacks (this gave me a new idea of gaming using the gravity gun to catch them and trow them on combine...quite efficiant) that will give you a lot of challenge increasing till the final central command where you will need to battle against combine to save Dog. The whole progression is well mixed with some puzzle (pillars gettting down, this one was certainly influenced by some Duke Nukem experience) and console activating button. Everything seems obvious but makes it really enjoyable.

In conclusion: Another good dig out of grave release from The Guildhall at SMU . The author who did other intesting stuff especially for Call of Duty comes this time with well action packed mission that really diserve you attention. Get it as soon as possible and you will be happy with it



Playtime: 20 minutes


Rating: A B C D E (77%)

Thursday, May 31, 2007

Breakdown 2 for Half-Life

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

Level name: Breakdown 2 : Afterward

Author: Pavel Koten

Date of release: 27 July 2003

Size: 15 950 Ko

Number of maps: ?


website: http://www.hl-breakdown.wz.cz/pages/story_en.html

download: http://www.filecloud.com/files/file.php?user_file_id=145873

Story:

... That day should be the beginning of great celebrations, because the mankind created machine for transfering a biological material. But the scientists at Black Mesa didn´t count with surfeit of transport nucleus, and the whole transfer can sprain out of control. Something like this has happened during the main test, which was initiated by Gordon Freeman. Thanks to the great energy, that was produced by transporter, the secondary leaky nucleus was started. It´s handling has taken off experienced team of scientists, including Dr. Jonathan Wood. It is hard to say where was the error, but the weird monsters started to appear all over the complex, and they slaughtered every human existence. Some dashers tried to escape, the others self-murdered and the rest with panic fear has hidden in the darkest corners of the facility. Rescue should appear quickly, but what followed can be described only as "erasing the clues". Government simply didn´t want any evidences about the situation, that happened in the New Mexico. But one thing was clear - there won´t be any help from outside. Jonathan like the only survivor of the team began rescuing his own life, but after many fights and pitfalls he was captured by an army forces. Now he is awaking in the unknown part of the complex, and his only friend is fear, that herds him forward...

Review:

Breakdown 2 is the sequel to Pavel Koten’s first release. For this one Pavel keeps his way of making a challenging experience but with some sweetie innovations. Design is well put together (even if some parts are a little too repetitive) and takes place in another research center after an accident.

Even if some external help is provided here and there the challenge is omnipresent (If you are not an experienced player I recommend to play it on easy skill) especially for the first part. General design is above average and well put together with small puzzles (which are most of the time evident) but you may encounter in places some r-speed problems due to an overuse of entities.
Enemies are more alien oriented in the first part and later more grunts oriented. Finally with some cool innovations (some book left that you need to read during your travel, an entertaining sports car ride…you will certainly enjoy this realisation.

In conclusion: Certainly better than his first release, this one left me with a good feeling, worth for at least two hours of gaming


Playtime: 2 hours




Rating: A B C D E (84 %)

note : picture where taken without permission from the author's site where you can look to some more of them




Wednesday, May 16, 2007

Saving Bob for Half-Life

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

Level name: Saving Bob

Author: Bastian 'Randomerror' Van Gistel

Date of release: 30 June 1999

Size: 3 558 Ko

Number of maps: 4


website: http://www.geocities.com/southbeach/pier/6163/ (not related anymore with HL)

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=146608

Story:

Your friend and fellow scientist, Bob, is missing. Rumour has it that he fled the country after selling company secrets, but you know he would never do such a thing. Last time you saw him he was talking of "nearly exposing the administrators' malpractice" and "preventing an accident that could destroy this world". He wasn't very specific about anything but he seemed sincere. Black Mesa might very well have caused his disappearance. The last Black Mesa announcement, only minutes ago, said something about a "minor accident" and that "to assure employee safety, all non-security personnel are to remain at their stations until further notice. Black Mesa Research Facility will temporarily be closed down..."

If this incident is the thing Bob feared so much, you'd better find him. Fast.

Review:

Saving Bob is a more than honest add-on that came out in 99. The mission is quite simple. A research facility has been attacked by grunts (no its not Iraq here!) because it seems that a scientist working under the authority of Bob Black (head research) has discovered something top secret. Your mission is to save Bob. Design is really neat with some interesting ideas (back in 99) Difficulty is increasing with the progression, and features some challenging combats (mix between grunts and aliens). Puzzles are obvious but well put together and also feature a ‘saving’ which was a really original idea in 99. Finally there is nearly nothing to complain about except perhaps some r-speed problem (especially the final part) but that is easily forgotten by a good ending.

In conclusion: This is a small but nearly perfect pack that features all the needed elements with addition of some new wads (...non naked Women). A real good oldie




Playtime: 1 hours


Rating: A B C D E (77 %)



note : picture where taken without permission from tenfourmaps and 3D M R feel free to contact me if you would like that i remove them


Tuesday, May 08, 2007

Omicron I for DOOM3

***NEW!!!***




Level name: Omicron I


Author: Gabe Sheets


Date of release: 27 December 2005

Size: 4 937 ko

Number of maps: 1



website: http://students.guildhall.smu.edu/~gsheets/

download: http://students.guildhall.smu.edu/~gsheets/downloads/Omicron.zip


Story:

Action takes place in an aging Mars facility that contains cargo processing and power control systems for the larger Omicron complex. Demons have overrun the facility and the player's goal is to make it out of the exit and proceed to Omicron II.


Review :

First of al this is another interesting level for doom3 done by a Student at Guildhall And this time it's a familiar name cause back in 1997 Gabe release two great map for Duke Nukem (The Duke Nukem Aquatic Museum and Homeworld) then try to create something massive also for Duke Nukem but was mostly abandonned due to team's problems if I remember wright, Hopefully a third level was published in 2001(Called Nightfall) I made some review for them at AMC (that has still an active forum for Duke Nukem Community but Rest of the website is for over 3 years 'in maintenance' ) and all maps were rated beween 85 and 90%.


Back to the main subject...Omicron I is a really atmospheric substation in wich you arrive by a small 'maintenance' train. Atmophere will directly catch you attention and will make you travel through a quite complex building that is full of vent and pipes you can travel.


You will so discover that something wierd happens on this site (reading PDA files) and that you should restate the power to evacuate this Base. Architecture is for me immersive to impressive through the special feature Gabe created (complex scripted moving machine and Forklift). The general layout as a good use of lightning, and choice of texture from big room to the shortest vent is great.

Gameplay is also a good surpise according this small release some traps a good spread of weapon, ammo and health put together with variety in enemies/creatures placemement, add a certain fun to play through it, with several spots that may be challenging. erhaps some more traps and challenge with a wide building would have create something even beter but it's a school work so limited in creativity.


In conlusion: The different cohorts that have been actually graduated from the Guildhall have produce a lot of interesting small release for games as Doom3, Quake4, HL2 and is certainly a place to visit. This one is another example of quality a student can produce in a quite limited time, it's defenetly too short but well worth the download.



Playtime: 20 minutes




Rating: A B C D E (82%)

Wednesday, May 02, 2007

Someplace Else for HL

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


Level name: Someplace Else

Author: Adam Foster

Date of release: 9 October 2002

Size: 2 394 Ko

Number of maps: 1


website: http://www.hylobatidae.org/minerva/parallax/someplace-else.html

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=240437 (steam version)

Story:

None

Review:

Someplace Else is the second time (first was Aftermath) that, a one map release for Half-life, really catches my attention. because the experience was brand new to me.
Three Years ago, on a cold weekend, I had a strange experience… During the afternoon in a soft dark room, I was suddenly caught by a voice coming from nowhere telling me I wouldn’t survive this kind of experience… Some flashing pictures…was it a vessel or an asteroid or perhaps a mix of both… I had pain in my head…some voice was talking to me but I could hear it…I was cold…the wind was furiously blowing…some more pictures…army soldiers killed here and there…some mysterious sound like If a Yeti was running on a steel floor…it was quite dark…I saw something…a yellow-green sphere which was whistling….more sounds were coming…some alien slaves voices…it was a nightmare…no it was .....Someplace Else.
In a few words this is a summary of the experience you’re going to go through (or try to survive). The set place has a kind of nightmare reality like in alien movie (first and second chapter). Everything is well put together: design, enemies placement, health, weapons/ammo. This is even ameliorated by some puzzles and traps you have to go through and enhanced by the script voice that is your only ‘friend’.

The design is atmospheric and really create (back in 2002) another approach from Xen world everything is really neat and enhanced by custom texture, progression is not too complicated in a not linear way with perfect balance (even if some places will be hard to get through) between gameplay and puzzles.
Since this release Adam became a really important person from HL community and even if Parallax experience was kind of abandonned (there is still a beta release available) the follow up of 'Adam's' Life 2 catches a lot of attention from the community through Minerva Trilogy a another must phave for HL2.

In conclusion: This is a must to be played through, and this time, for sure, you gonna like a Xen based map.



Playtime: 1 hours



Rating: A B C D E (93 %)



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%)