Showing posts with label quake 2. Show all posts
Showing posts with label quake 2. Show all posts

Monday, April 12, 2010

Operation Deus Ex Machina for Quake 2



***New***



Level name:Operation Deus Ex Machina


Author: Andrea Rosa

Release date: 15 january 2006


Size: 10 054 ko

Number of maps: 8


website: here


download page:   author's page

Story

At the beginning of the Strogg War the Earth forces gambled essentially on two factors: the destruction of the Big Gun and the assassination of the Strogg Leader. While destroying the major planetary defense of Stroggos gave us a considerable tactical advantage, killing the Makron did not sort the expected results. We sought to drive the Strogg Warlords into internal struggles by eliminating their leading mind, however no turmoil happened. Instead of choosing a new Makron, the Warlords revolutionized the political structure of Stroggos, abandoning the old hierarchies and turning their world into a collection of feudal states. That way, they could continue to keep firm control over the strategic locations they were given and were able to organize defensive positions independently.

Operation Deus Ex Machina:
You are part of a small group of TCM marines currently scouting the region of Stroggos we refer to as Ishtar Chasmata. Headquarters have been monitoring this area for some days since evidences of anti-matter experiments were detected. If the Strogg can develop anti-matter weapons the equilibrium of this war could be drastically changed. They could even be able to restore the interplanetary gateway between Stroggos and Earth and launch a terrible counterstrike. We urgently need to know their plans, thus your primary task is to infiltrate the underground arsenal and steal whatever weapons designs or schematics you may find. Once you get the secret information, you’ll need to find a Com Center and transmit your data to the mothership. Intelligence will elaborate further strategy and orders according to your findings. You will be likely sent further deep into Ishtar Chasmata to find the source of that a-m relief and attempt to neutralize it. But beware, it won’t be easy. The local Warlord will surely track your moves. He has a loyal and well-trained army at his disposal, and he’s ready to deal with you with his own hands, if necessary. We wish you the best of luck in accomplishing this mission.


Review :

This episode made of 8 maps including some feature only available through lazarus engine is the first one from the author and even if the srart may look a little average it really grow up while you progress and will make you cross some intense and great looking area.
Design: For a first release and even if the author took some inspiration from other well done level (this is mentioned in the html included in the zip file), I was definitely impressed. At start and especially for the two first maps the design looks OK with some interesting detail features but honestly is quite average with a feeling of putting together some squared placed well interconnected but lacking spirit and atmosphere. After and when you enter the base the author slightly and surprisingly increase is mapping skill and the size of places you are going to travel through, it’s not just the design but also the use of moving things the way gameplay is oriented, the traps, the secret places everything just catch you attention in the way we like this game (first screen)… it will not just continue on the same level till the end and some place can be minored by a simple use of repetitive texture and minor lightning but this happens not too much and is normal to all human who are working on a whole unit to have some decrease in inspiration.





 








Gameplay: is most of the time correctly balance but sometimes, and especially at the end of level 3 and start of level 4 the challenge was put a little too high (with the help of the quite harmful turnable canon) and nearly turn into frustration. The use of the new feature coming with the lazarus engine really put an interesting additional point, also the way you need to travel cleverly through each level never look confusing and add a immersive feeling to each level you need to travel. Features are always well put together (included ammo, weapon you receive and health) but the fact that at the middle of the episode there were some tight moments, when you receive something extra, you just keep it, so that both end battle look somewhat easy to accomplish due to those extra quad damage and invulnerability… The search for those secret features and secret places was also well put together to add more stuffs to people who are looking for everything but without letting the one who won’t take too much time without nothing.

In conclusion: for a first attempt, Andrea really creates an enjoyable and challenging experience in a mostly well put together environment, it’s not perfect but not far from it so this is a mission that everybody should test if it wasn’t done before.



Playtime: 3 hours



Rating: A B C D E (90%)




Note: for the one interested in the statistic releated with the release here are the details:
                                               enemies ___objectives___secrets_
map 1 : Hydroponic labs_________54/54______ 1/1__________ 2/4
map 2 : Greenhouse____________24/25_______ 1/1_________ 1/2
map 3 : The Arsenal____________70/73________2/2_________ 0/4
map 4 : Terminal 2______________62/62_______2/2_________ 4/5
map 5 : Spare parts factor________56/55_______5/5_________ 2/3
map 6 : Factory Engineering_______29/32_______1/1_________ 0/2
map 7 : High tech academy________80/80______3/3__________0/1
map 8 : Inner City______________134/136_____1/1___________0/0

Friday, October 09, 2009

Arkanian for Quake2

***New***

Level name: Arkanian

Author: Mike 'Jerkoff' Daugherty

Release date: 7 March 1998

Size: 1 678 ko

Number of maps: 3


website: None anymore

download: from Talon's database



Story

With Stroggos in ruins and Makron and his body destroyed, you have now crash landed on Afeitazar, a military base built into one of the barren rocks in a nearby asteroid feild. Fitting, this military base is inhabited by Makron's twin brother, ARKANIAN.
ARKANIAN and his forces have but one mission:
***To destroy planet Earth.***
With Stroggos destroyed, Afeitazar is rapidly plummeting towards earth,as there is no gravitational pull holding Afeitazar in orbit.
ARKANIAN is not located in the military base as we first thought, but in a large Space Station that is using Afeitazar as a shield to get close to earth, where he will activate the doomsday device equipped on his station.
As long as ARKANIAN stays behind the asteroid, Earth forces will not be able to stop him.
**Your mission is as follows:**
As Earth's only chance for survival, you must infiltrate the military base on Afeitazar. There is only one point of entrance into ARKANIAN's space station, and Intelligence reports that it is heavily guarded. Find it, and enter ARKANIAN's lair.It is probable that you will encounter ARKANIAN and you *will* have to kill him. From satelite images, we have determined that once he is killed, you will have access to the doomsday device.
Once you have disabled the device, the space station will become unstable.
This is all the information we have right now, and it is unclear whether this station is equipped with escape pods. It is very unlikely that they are present, as this station was built to serve only one purpose.
Good luck, soldier - This mission may be your last...::::::::::::::::::::::::::::::::::::::::::::::
**Some information that might help you in "The Final Trial":
SAVE the quad that you get in "Ruins of Arkanian". It will help GREATLY in the final level.

Review :


Wouw it's over ten year that this one was produced the author shifted after to half-life mapping but i really lost it's trace. This one consist of a small episode featuring 1 major map intro and outro boss experience. the author didn't put as much effort as he would in this release so that he think this one isn't perfect and could have been really more developped but if you want something to be perfect there is never an ending to it's development.

I will be honest I was quite impressed with this release trough it's layout and architecture even if it's not that perfect, really creates something close to the original game but totally from scartch with a good storyline effect enjoyable texturing and quite a lot of travelling in a non linear way the experience isn't to much repetitive and alternates in the way we like puzlles and combats

Gameplay was perfectly balance with the progression and the weapons you find increasing the challenge while you're travelling; there is no secret to find and this is perhaps the only disapointment objective are well put along the expeirence to keep you busy all stuff (enemies and features) are well place and at the right moment to prepare you to the end battle that add the prefect challenge but without falling into a boring impossible ending.

In conclusion: this is the typical expirience i like it's well balance regarding design and gameplay and as a reasonable playtime certainly part of my best map for Quake2.


Playtime: 40 minutes




Rating: A B C D E (89%)

Tuesday, July 07, 2009

The search for wulfhere for Quake2

***NEW!!!***

Level name: The search for wulfhere

Author: mats holm

Release date:
29 August 1998

Size: 702 ko

Number of maps: 1


website: None

download: at deacons tomb


Story:

save your best friend wulfhere not to be a zombie,
then kill general egon. (to save the world)


Review :

when you read the txt you have some doubt about this one beeing a single player experience and indeed it's well interconnected and design to propose a real good frags arround. It also come with a surpsising single player experience with quite good looking design layout.

Design even if first dedicated to deathmatch is quite well done an above average in a symetric layout oriented on a impressive egyptian theme (regarding several detail and the only use of regular texture) It's a quite small map but provide some huge architecture not only in term of brush but also regarding atmosferic size of several location and especially the end battle place...but remember it's at first a deathmatch map so it's a quite limited and repetitive design especially in term of hallways and intercoonection.

Gameplay is simply oriented on the pyramid key qwest and the final battle (really challenging regarding your weapons) the amount of enemies is limited like things you may grab...so it's just a short experience that mixes all... a little above average.

Inconclusion: short, surprising, enjoyable.


Playtime: 15 minutes



Rating: A B C D E (78%)

Saturday, June 13, 2009

Small Pile of Gibs for Quake2


***NEW!!!***

Level name: Small Pile of Gibs


Author: William 'Spog' Joseph

Release date:
20 August 1998

Size: 2 076ko

Number of maps: 1

website: here

download: at 3dgamers edge


Description:

*Mission background*
A long range scan from a TCM battlestation has discovered a newlybuilt Strogg installation hidden in the mountains to the east ofCerberon. Further surveillance reveals that the Strogg are usingit as a resource for their war effort, and taking advantage of the natural geological features: Essentially they are pumping uplava from deep within Stroggos' crust, and using it to melt thetip of a glacier that is creeping towards the installation. Thiswater is then pumped out into the natural streams and rivers,where it flows down to Ceberon and provides an invaluable supplyfor munitions and vehicle factories.Obviously removal of the installation would help the TCM attackforce, but a defence system around the mountains prohibits anaerial attack, and the dangerous terrain prevents ground forcesmoving in. Thus we are using subterfuge and taking advantage ofa brief maintenance period, when the installation is less activeand minimally guarded. We have encoded two data CDs with a hugelydestructive computer virus, which when used on the installationcomputers, will annhilate the operating systems. This allows usto shut down the installation, without the need for a wastefulphysical assault.You will be sent in via a drop pod, targeted at the upper areaof the installation, very close to the control computers. Toprevent the Data CDs being revealed if you are captured(unlikely as the installation should be almost deserted), theyhave been dropped to nearby ledges surrounding the top of theinstallation. Thus you may have to do a small amount of searchingto find the CDs and apply them to the installation computers.Once this is accomplished, you should return to your drop podand activate a homing beam that will trigger a teleport fromthe nearest TCM battlestation - the drop pod has just enough powerreserves for this, so don't waste any juice once you land.I would wish you luck marine, but the simplicity of this missiondoesn't really warrant it, as there is very little that couldgo wrong - easy in, easy out!!

Review :
I won't be different about any other review done on this one, This is THE LEVEL for Quake2 even perhaps the best sp level ever, there is nothing that impressive in it and if you look to some part, building or the whole montain, it's quite classic but when you will finish this one the only word is a WOUAW. It's difficult to explain bu when you make a map you have some idea to put in and on a certain point you won't be able to push you idea futher due to the limitation of the engine or the complication you may enconter. For this one the author knew exactly what he could do and manage to do it in the perfect respect of mixing all argument needed to build a map, he wasn't good to do several things but the whole thing like all of us dream to make some release was made...
Design is perfectly put on the industrial base design that is so good for Quake 2 experience with a complex castle/base designed into the montain with water, caverns, buildings and so on it's so huge and immersing that if at any moment you fall down or doesn't find what's next you may turn arround for quite a while, area after area your only mains objective will get on your nerves...but when will i be able to finish...and when you find an item or a solution it's only to a small step forward, all this was done with only original featured with is another remarkable touch

Gameplay is also brilliant with over 200 stroggs the challenge is everywhere without any hords attack but respawning and enemy placement was also perfectly manage, like weapons items and health given you at the best moment it can, In addition to this map you can also sneak for 8 secrets zone well worth to find and add with the perfect realism touch. Finally this huge and tremendous work come also with a technical perfect fitting balance you won't experience any slowdown, attention to perfectly fitting view will encourage you in you qwest and will release the 'conceptual grandness' of this one while you progress. Exept for the map done by Billy boy for duke nukem i never saw something comparable in a one simple unit.

In conclusion: William have produce what a lot of mapper never did before the nearly perfect map: it's huge, complex, enjoyable and so good looking that it's certainly the one you should never miss.


Playtime: 1 hour


Rating: A B C D E (98%)

Friday, March 27, 2009

Light For Quake 2

***NEW!!!***


Level name: Light for Awakening SP mod

Author: Jed Kirchner

Release date: 13 August 2000

Size: 2 582 ko

Number of maps: 1


website: none active anymore


download:



Important Note:

To play this one you need a official mod called Awakening sp and since you got this one it came also with a separate single palyer release both can be find at the Official website should also be tried for a short, enjoyable moment note there is an awaken2 version only limited to Multiplayer

Story:

This map takes place a few years before the events of Quake when the government conductedthe first slipgate test in an abandoned mining colony on one of the moons of Jupiter. Thisconcentrated release of energy emanating from our star system was what first alerted the Stroggas to our presence. They immediately came to the conclusion that any race advanced enough tobuild such a powerful device posed a serious threat to their civilization and should bedestroyed. They also discovered that by locking on to the gate's signal they might be able touse it to their advantage. That's where your story begins. I guess.
. . .
It's been a few days since the sounds of gunfire stopped and you've decided it's safe toassume that the creatures have taken over the entire complex. You're not sure why they're stillkeeping a few of you alive but the other day you saw them collecting the bodies of your comradesso they apparently have some use for humans, dead ones anyway. They also somehow forgot tosearch you for weapons so you still have your pistol and a full clip of bullets. That clip lookskinda useless now, however, since you'll only need one bullet to use on yourself when the timecomes.
You're suddenly startled by some sort of inhuman yell and look up to see that theforcefield for your cell has shorted out and two creatures, both bent on eliminating you nodoubt, are headed in your direction. You waste no time in emptying your clip into the twomontrosities and cautiously emerge from the cell. Then it suddenly dawns upon you that you havenowhere to go. You know for a fact that the shuttlecraft, the only means of getting off theplanet, were all either taken or destroyed leaving you in more or less the same situation youwere in a few minutes ago.
Then you remember the slipgate. It wasn't thought that it could transmit organic matterbut those things, whatever they are, seem to have proven otherwise. You're not real eager to meetwhat's on the other side of thing but it seems like a slightly better idea than staying where youare. Especially if the government decides to destroy the base, something you gather they've beennotorious for in the past. As you grow accustomed to your surroundings you realize that you'resituated just a few rooms away from where the slipgate is stored. It shouldn't be that hard tofight your way there... should it?



Review :

This is the third release of Jed(idah) Kitchner and regarding the two previous one
Burial at Sea and Cranky Steve's Haunted Warehouse (both reviewed at 10/4 maps) I was really hoping on something special and highly enjoyable. After palying the map, even if it was a quite interesting release, it won't let me a memorable experience.

Design Is a mix of a small texturing choice handled with a wide, upon several floor, Industrial complex that isn't far away from several high detail custom map from Q1. Everything is well polished and creates a impressive complex perhaps a little to empty especially regarding box and items that can add a real complex feeling. Architecture is well crafted but without any tremendous places you will stil have some impressive vue and a not too repetitive environment to walkthrough.

Gameplay is oriented in a non linear multipath choice way (all way will lead to the final quest). Lot's of enemies will try to brake you progression (166 in normal skill) and will hold you busy enough without any boredom. All items are well placed, like great looking weapons (all new from the awakening mod) really powerfull (too much). The objective are simple but the path to release them will look a little more complicate and the more you progress the challenging it will be there are 2 well hidden secret places to increase your quest if you want...I didn't find them.

In conlcusion: This is a great map with a correct challenging gameplay. it just miss in my opinion a better use of the high quality texturing that came with awakening and at the end all visited places where to similar with a grey touch that easily could lead you to boredom. A quite good but not a great experience finally.

Note: I encounter a sad issue that I wasn't able to reload my savings and this 3times so that i was obliged to complete it without dying.



Playtime:
50 minutes


Rating: A B C D E (81%)

Monday, February 18, 2008

Soldier Of Fortune IV for Quake2

***NEW!!!***

Level name: Soldier Of Fortune : Cold as Ice

Author: Neil Manke

Release date: 01 December 1998

Size: 3 940 ko

Number of maps: 2


website: here


download:



Story:



Prologue:


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



Story:


Thank god for hi-tech thermonuclear polar underwear:]


Review :



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

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

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

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



Playtime: 30 minutes

Rating: A B C D E (87%)


Friday, February 01, 2008

The Widening Gyre for Quake 2

***NEW!!!***


Level name: The Widening Gyre

Author: Carson 'Riscchip' Utz

Release date: 28 October 1998

Size: 2 161 ko

Number of maps: 1


website: here




Story:



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

Review :

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

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

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

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

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



Playtime: 30 minutes




Rating: A B C D E (87%)


Monday, January 14, 2008

Love story of prince of Stroggos for Quake 2

***NEW!!!***




Level name:Love story of prince of Stroggos


Author: Yuri 'dyv' Davidov

Release date: 21 May 1999

Size: 3 689 ko

Number of maps: 1


website: author's page (Russian)


download: At ltdan

Story:


Guys, here is the story of my love.

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


Review :


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

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


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

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

Playtime: 20 minutes

Rating: A B C D E (83%)

Saturday, December 29, 2007

Last day on Stroggos for Quake2

***NEW!!!***

Level name:Last day on Stroggos

Author: Jan Harcarik and Michal Rendos

Release date: 9 June 1999

Size: 8 975 ko

Number of maps: 9


website: none


Story:

None but the title says it as a resumé...

Review :

This nighth maps unit is the first release from this small two peoples team. It provide a perfect balance between gameplay, puzzle and architecture.

Architecture is a really good mix between wonderfull design areas and hallways that never look the same. the building of important or central place makes it always some oustanding plots to visit from normal floor to the different hight. the 'over' use of beam and lazer can sometimes provide some visual or techincal frustration but that really depends from the kind of player you are.

Gameplay and the way it is display through the whole unit makes really the power of this release. You will never get bored and will most of the time think what's you should do to progress, from the incubator at start with you only pulse gun to the end makron fight. Visual is omnipresent and enhance this whole episode .

In conclusion: Another interesting release that is worth for you to reinstall you Q2 version if you never play this one before.



Playtime: 2 Hours

Rating: A B C D E (90%)



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

enemies ____objectives____ secrets_

Perfunctory Control

map 1 : Stoggos in Trouble_________33/33______ 1/1________ 0/1

map 2 : Deep Impertinence ________26/27_______ 1/1________ 0/1

map 3 : Bitter Fortune____________28/28_______0/0________ 0/1

map 4 : Pefunctory Control__________9/9________0/0________ 0/0

map 5 : End Is Near______________66/66_______5/5________ 2/3

map 6 : Endless Possibility_________54/54_______3/3________ 1/1

map 7 : Naveless Power___________25/25_______2/2_________1/1

map 8 : Day that you Fear_________14/14_______2/2_________0/0

map 9 : End of All Songs___________2/2________1/1_________0/0

Additional screenshots







Sunday, November 18, 2007

Coconut Monkey 2 : Dry Gulsh for Quake 2

***NEW!!!***


Level name: Coconut Monkey 2 : Dry Gulsh

Author: Neil Manke

Release date: 04 August 1998

Size: 7 052 ko

Number of maps: 2


website: here



Story:


After escaping the Island Paradise, Coconut Monkey found himself adrift in the ocean, his sole copy of Gravy Trader resting to the rear of his vessel. His supplies running low he was about to give up all hope when a blue light appeared in the water ahead of him. The light doubled in size within seconds, enveloping CM and his tiny craft. With a roar the light collapsed upon itself, taking CM with it.

Seconds later CM reappeared, intact, him and his craft floating down a canyon stream. Residual blue light rippled through the craft and before he could react, the boat vanished, plunging CM into the fast moving stream. His only chance is to locate his ship and hope that whatever power brought him to this hell hole will take him back. That is, if he can get past Pierre and his minions…

Review :


this is the second opus in Neil manke Coconut Monkey serie after Paradize Lost and before Saving Private Monkey. In my opinion this one i'm gonna review is the mostly impressive not simply by the mapping skill an general architecture (always great in neil manke's releases) but mostly through it's own content that really remind me (even if this one was published before), the official free add-on for Half_life called Wanted!. This one is full of surprise include new models sounds ambiance and a really well put together far-west mission.

Design is really great and perfectly feeting the far west theme from the gold my to the canyon passing by the saloon or the train... The General layout may look a little restricted to place where you just thing ' how was it possible to bring all the material in this canyon with a tiny entrance just to build the whole living place' and except this unrealistic touch attention is omnipresent even with perfect modeling...

Gameplay is mostly straight forward with some puzzle to solve and a bunch of secret to find on both maps...Challenging is present everywhere with taught combats, good enemy placement and a good disposition of ammo and health. There isn't really something special it's just a succession of elements that take place and make the whole add-on highly enjoyable.


In conclusion: Neil Manke is really one of my favorite author and this one isn't an exception perfect theme, texturing and modeling make it a real blast to play though... so get it !


Playtime: 1 Hours


Rating: A B C D E (91%)

Friday, November 02, 2007

COS : The Final Objective for Quake 2

***NEW!!!***

Level name: Castle of Stroggos : The Final Objective

Author: Brian "Grinreaper" Griffith

Release date: 14 January 1999

Size: 8 239 ko

Number of maps: 6


website: here

Story:

"Psssst............Marine........." The voices again....whispering, taunting. You flinch, as neural boosters flood your battered system and the automated bio-scan begins it's round of daily pain.
How long now?
How long...... Damn, It's the mind probe again.....won't these beasts leave anything untouched?
Your school........mother........the first contact........Black Tuesday, the day they blasted the crap out of the White house.... the day the President was eaten on national TV............the fightback......basic training....
THE CRASH................
"MOTHER!!!!!!!!!!!!!!!" Sharp reality cuts in.......a retreating face.....Urgh, One of those hunched Medic things. It stinks of burnt flesh and fetid damp. Seem's the tests are done.....
Why are they keeping me alive? How did I get here?
"UUUhratah"
You know that call and so you avert your eyes. Feeding time at the zoo, the crunch and slurp of feeding Strogg fill your cramped and stale holding pen. Out there, beyond the forcefield and lasers the deamons recycle the essence of your comrades, small fights breaking out as grunts and gunners squabble over meagre drops of foul fluid...........a few days ago you actually saw one of the gunners mow down four of the grunts. No reason, he just seemed to snap and you had laughed and whooped as crimson sprayed the bulkheads. Then you had vomited as the remaining crew turned upon the fallen and began to gnaw on the remaining flesh...
A ship!
You are on a ship! "Marine.........hey......." The voices are back but ignore them, concentrate.........A ship. You remember planetfall upon Stroggos.........the fire fight.... screams and burning skin. A base, huge gates....Tanks.
Oh yeah, Tanks.....loads of the mothers. Huge stomping hydraulic feet, organic fright masks ripped from the bodys of the fallen. And then a ship........You were captured..... You are in a holding cell.....You may be mad.....
"Marine!"..........oh, go away voices..I'm thinking....
Out there the lights fade and pulse as the ship judders through hyperspace. We hit them bad. This ship could be one of the last assault craft, you've noticed the lack of supplys, the increasing tension amongst the bio-mechanical freaks and the failing consoles and sparking wires. "We you next eat".....you jump as one of the grunts leers through the forcefield. The rough English, remembered from a pre-Strogg life taunts you. The gutteral laughter drowns out the insistent beep from the corner.... Your field computer! Damn but the freaks left it in here...highlighting once again that It's the flesh they desire, not the technology..... You roll onto your side and cry out, faked pain drowning out the soft beep of updating orders:
"MISSION BRIEFING: (Soldier 59666-1)
"Updated Mission Brief: Get yourself free from that cell. The blueprints show a control panel just above your head in a duct. You have to find some way to deactivate the force fields from that switch!
"Your location is almost the dead-center of the ship. From our readings, you should be close to one of the secoundary cryogenics bays.
"Navigate the cryodecks, and find your way to the main weapons bays... from there you have to deactivate the ship's defense systems...blow the crap out of the two large anti-spacecraft guns found on that level,that should effectively fry the ship's entire grid of defensive guns. We can't get our ships close to that thing until you do.
"There is a massive impenetrable Steedium powered forcefield surrounding the ship. The generator powering the forcefield is on the main deck. Be warned that Strogg security will be highest there. You MUST deactivate the field before our attack on the ship can commence.
"After the field is deactivated, get your ass into an escape pod. Our strike will hit the ship 60 secounds after you lower the field..you wont have much time before the ship's hull collapses.
"Save the world, marine, we're counting on you!
"END BRIEFING"
Damn yes..........the ship. The huge ship flying earthward on a mission of destruction and assimilation. Now you remember..........you remember it all!!!!!
"Marine....up here....."
Upwards......above your head.........and now you can see him. Crouched and bleeding, another Human. Battered and bleeding but a human... And he's pointing to a panel........... Damn you're not mad!!!! You're not alone! You're a marine Goddamit and you've got a new mission...........
Carry it out...........

Review :

This sixth maps unit is the thirdand certainly last release from the author after Castle of Stroggos and COS2 : Stroggship. Even if I prefer the first one to the second this last part it has nothing to do with previous release in termes of conceptual grandness*

The final objective take place on the stroggship you left in COS 2.

Architecture is really impressive creating some unique area with the best lightings effect i have seen for a Q2 release. Travelling through those great areas is always a interesting surprise that increase with you progression, some place make look a little bit not enough polish or to repetitive but this is only showing up after passing through top notch places (the cannon area, the interconnectivity through the hard of the vessel, all those elevators,...). Choice of texture to create stuff needed also a lot of time and even if one time more it may not always look perfect, most of the time you could really see the time amount that have been put to create 'the best'.Even if all the experience is mostly indoor the spaceview is sometimes fantastic and let you without breath reaching is perfectness through the end cutscene.

The gameplay is laso well put together, it's not a simple escape mission it's an organized qwest to save the world from distroying piece after piece the whole ship inluding their leaders. Enemies placement is always a 'good' surpsise they are not simply awaiting you they are readdy to give their best resistance and this will even if the amount of eney isn't that high a quite intense battle. This is another explanation why it took so much time to be release and complete...

All in all a bunch of effort have been put in this one to be mostly perfect. I won't really complaining about minor issue regarding some not so great designed area, less textured places or the final (3) Makron boss fight. It's really a great work that really deserved proudness...

In conclusion: One of the best release out here every player should try...It's mostly perfect especially in relation with the conception of it.



Playtime: 2 Hours

Rating: A B C D E (97%)






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



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

enemies ____objectives____ secrets_

map 1 : Specimen containment______11/11______ 1/2________ 0/0

map 2 : Cold dissolution___________43/43_______ 1/1________ 0/5

map 3 : Poisoned Hopes___________47/48_______3/4________ 2/3

map 4 : The Final Objective________23/24_______1/2________ 0/1

map 5 : The Main deck____________23/23_______2/2________ 1/1

map 6 : The Makron Situation_______19/19_______0/0________ 1/1

Additional screenshots














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


Sunday, February 04, 2007

Escape for Quake2

***NEW!!!***



Level name: Escape

Author: Mr White (Loki's mission)

Date of release: 09 September 1999

Size: 15.6 Mb

Number of maps: 5 + 1 secret


website: here

download: here

Story:

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

Review :

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

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

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

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

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

Playtime: 4 Hours

.

Rating: A B C D E (88%)




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