Sunday, November 30, 2008

use destruction for Quake4

***NEW!!!***

Level name:Use destruction

Author: Sebastian 'Tombery' Peters

Release date: 6 October 2008

Size: 79 966 ko

Number of maps: 6


website: here

download: At MODDB



Story:

A short one in german traduce with babelfhish...

An attack on the outguard Nexus is approaching. We may not leave the Stroggs too close at us ran and one may not give you the possibility to a counterstroke draw back, navy said the core. After to long negotiations the resolution was set to the attack into force and the employment is approaching. To survive the will and hope on a victory must be steadfast. Much luck.


Review :

The author is not on it's first attempt and release 2 good mods for Doom3 before, this time he create an entire experience with cutsenes challenge, impressive design so be prepared for a great experience...

Design starts directly with a marvellous intro scene, i like those small think witch ask for a lot of work but direct put the player into the experience. So you crashed onthe nexus base and will meet with some squad to progress and find out what's next. Everything is well handle according architecture it's a classic combats/activate button/ progress experience but well handle through the choice of textures and the general layout not only straight forward but also with alternatives routes. The author didn' negligate the use of vehicules, some small cutscenes and the travelling through the complex with a mix between outdoor and indoor. for me it's huge well crafted and not at any moment boring.
The gameplay flows with the rest and is a good mix between single and teamplay experience, the experience will increase in difficulty with progression and will also provide some side experience like jumping plateform, crushing doors and robot vehicle combat. The atmosphere is always holding you into the gameplay and will surprise you when you don't think of it, combats are taught but just what is needed not to be frustrated (note that the end combat experience may look unbeatable and frustrating if you don't now what to do...) weapons and health are perhaps sometime put without any logic but provide when it's needed.

In conclusion: Sebastian did some good work for Doom 3 and now even beter for Quake 4, his skill did increase and provide so a chalenging experience but for me just missed a strong storyline that could be a wire to this mission with voice acting and a real aim like saving somebody... But i won't be to exigeant regarding the work that was made cause the experience was impressive and provides finally something strong for this great game. Highly recommanded


Playtime: 2 hours 30

Rating: A B C D E (93%)

Friday, November 28, 2008

outwards for Half-Life

***NEW!!!***


Level name: Outwards


Author: Visa "Zandramas" Alanko

Date of release: 11 August 2001

Size: 8 616 ko

Number of maps: 8



website: here


download: At plantphillip.com

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



Story :

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

Review :

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

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

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


Playtime: 50 min


Rating: A B C D E (58%)

Sunday, November 23, 2008

Separation Anxiety for Doom3

***NEW!!!***


Level name: Separation Anxiety

Author: Thomas Hoeg

Date of release:
01 May 2008

Size: 5 137 ko

Number of maps: 1


website: here

download:
here

Story:

While Bravo Team was moving through sector 3 of the Alpha Labs, an explosion rocked the facility sending debris and assorted pieces of machinery crashing to the ground. The chaos of the explosion and the subsequent wreckage left one of the Bravo Team marines (the player) separated fro the team and unable to rejoin them. In addition, the explosion damaged the marine’s equipment leaving him with only his sidearm and flashlight to fight off any potential threats. That marine must now traverse the dangerous maintenance passages under sector 3 in order to reach a maintenance lift that will allow him to rendezvous with the team in sector 4.

Review :
Another short but enjoyable release from a student at the Guidhall .
This map contains all what is needed to create 'atmosfear' you qwest will directly go wrong but on text message will help you out to progress and find more and more pda's and challenge

Design is perfectly fitting the theme ambiance, sounds traps are present in a well related environment in a linear but not repetitive progression from out to down to shaft and even more there are not a lot of area to visit but some small lateral path may add a value to it so don't esitte to visit every corner. don't forget to read email from pda no important data's have to been read but i think it's really an enjoyable part of Doom3 features.

Gameplay is progressive, it's a push and fight progression with surprise but no real puzzles the challenge increase with progression and i quite bad suprise awaits you there isn't a lot of things to discribe just download it and appreciate what has been done
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…

In conclusion: like most of the production of guildhall students it's defenetly too short but perfectly makes the circle arround the question...giving a reply to (or shoud i say a use) from most of the features coming with Doom3 and this with enjoyment...so get it even if it's too short.


Playtime: 10 min


Rating: A B C D E (76%)

Sunday, November 16, 2008

Enlightenment for Quake4

***NEW!!!***

Level name:Enlightenment

Author: Jane Chung

Release date: 1 may 2008

Size: 4 326 ko

Number of maps: 1


website: here

download: Author's page

Story:
Kane must find and rescue Lieutenant Reynolds of the Raven Squad, who has been captured by the Strogg. Reynolds is being held in the research wing of the Strogg Medical Facilities. This is a side mission, taking place when Kane enters the USS Hannibal (before the briefing to “Operation: Advantage”). Kane has not (yet) experienced Stroggification for himself and this mission will be the player’s first impressions of the Strogg’s treatment of P.O.W.’s.


Review :

Another Short but interesting release from a Student at the SMU Guildhall (people are dedicated to a year cursus classified on SMU as Cohord, the author is part of the last one).

Design is atmospheric and well put together for what is intended as kane to be you first mission. You will get down with an elevator activate switdches to progress and after get out by another elevator...the author use ambiance sound and ligthning perfectly in the middle of this short release to get you 'trapped' into this release. Original voice acting is also something that add the necessary filling to add to your ego by some encouragement when you succeed objectives.

Gameplay is well balance between puzzles and battles even if those seems a bit weak in challenge it offer some surprise...

In conclusion: this was a midd term work done in a small period but even if it's short it contains everything to make it really enjoyable its neat in scritping and design and well worth the download



Playtime: 15 minutes


Rating: A B C D E (77%)

Saturday, November 08, 2008

Asda for Half-Life 2

***NEW!!!***


Level name:Asda

Author: Mike 'Dryn' Knowland

Date of release: 24 April 2007

Size: 92 104 ko

Number of maps: 2


website: none

download: here

Story:

Set in 2030, global warming and an upsurge in population growth have taken their toll on humanity. In a world of dwindling food resources an increasing amount of large corporations try to find ways to sustain profits. Numerous ASDA shopping centres across the UK have secretly begun to abduct citizens and carry out inhumane tests to try to find a means of creating a perfect food product using alternative resources to that which have suffered over the past 23 years. In an attempt to keep this illegal operation covert, the multi-billion dollar business Wal-Mart based in America (who own ASDA) developed its own military and special police force that are currently in operation at all major Wal-Mart stores.

Stafford ASDA has become one of the most active and dominant locations for the experiments to take place as a result of several secret agents working on ASDA’s behalf who successfully infiltrated and swayed the local police force into corruption.
After numerous abductions you fall victim to the hand of ASDA when you return home from work to find your wife and child missing. The police fail to satisfy your questions to find the truth, but the tides turn in your favour one night at a bar, when a sympathetic ASDA employee overhears your conversation with your friend. Feeling guilt under the weight of his immoral actions working for ASDA, he agrees to help you, supplying you with all the inside information you need to take revenge.
You make plans to infiltrate ASDA using the sewer entrance alongside the river bank using a keycard carefully concealed by your informant from the guards. Once inside you will then have to work your way up to the main floor; where you will need to locate a gas valve that has to be released in order for the main door leading to the experiment areas to become unstable and open. Your inside man has also agreed to hide a C4 explosive inside the main shopping area after you agree that it is too risky to try to get the explosives in safely and quietly through the river and sewer way. Once you acquire the explosives you must use it to destroy the core power and test silos at the far end of ASDA from where you entered, and then escape. The inside man has also informed you that he thinks there might be a teleporter located somewhere near the silos, which ASDA secret agents use to quickly get out into the Car Park area or to other ASDA stores, although it is likely to be unstable and inactive.
In preparation for your attack you set of several explosives at key road points at the surrounding area the night before, to encourage civilians away from ASDA.

Review :

It was a long time since i tried another release for HL2 but this week-end gives me a change to do this so I wan to planetphillip to download one of the last one...

The release start pretty well under steam with some intro video and interesting stuff that prepares you to the background map. And so it's start with a new weapon( too efficiant) and lot's of custom content from modified models to textures and even for sounds and custom music (hits from the ninety that i don't remember) , progression seams obvious even if for the first puzzle i had some chance to find the necessary object... after the progression is straight forward with small puzzle well balanced fight (a little too easy) in a 'real' supermarket the way to the outdoor is a bit special and will send you to the market parking place were fight will increase with the presence of a strider...

According design it's quite classic but well put together with the feeling of unfinished places creating some 'bad visual' if you reach them...use of custom models and new textures in the supermarket add something new but it doesn't really shine like the new models that have the only positive point of beeing personnaly created but don't really add any memorable feeling...

Gameplay is a mix beween puzzles and fights but both are a little weak in my opinion i'ts just fun and short but after thinking of the starting position I was really thinking that both design and gameplay would increase with progression whitch was not really the case...

In conclusion: another good find from phillip on grinder's places it's fun a little bit too short and misses in my opinion more cohesion like if the author put too much effort at start and after really rush to finish his release


Playtime: 30 min


Rating: A B C D E (74%)

Sunday, November 02, 2008

preMistake for Half-Life

***NEW!!!***


Level name: preMistake

Author: Ashkandi

Date of release: 12 October 2008

Size: 93 292 ko

Number of maps: 11



website: none

download: At plantphillip.com

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

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

Review :


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

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

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

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

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

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



Playtime:
1 hour 30 min


Rating: A B C D E (84%)

Wednesday, October 15, 2008

Counter added

Just found this feature on another blog...

It's something I wanted to add for a while but with a certain anxiety...thinking i was mostly the only one to visite my blog...

After two days I'm quite happy


so if you like to add one to you own blog it's quite simple, just follow the information here copy/paste the embed link and that's it.

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%)

.



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%)