Friday, July 24, 2009

Curse: Episode 1 for Half-Life 2

***NEW!!!***

Title: Curse : Episode 1


Author: Curse team

Release date:
28 may 2009

Size: 240 047 ko

Number of maps: 3



website: official website

download: at filefront



Author's Note:


Curse Episodes is a Half-Life 2 single player total conversion : a mix of physics based combat, puzzles and exploration. In the first episode you can explore an egyptian necropolis and kill mummies, monsters with a morning star. Curse Episodes is a Half-Life 2 single player total conversion : a mix of physics based combat, puzzles and exploration. In the first episode you can explore an egyptian necropolis and kill mummies, monsters with a morning star.











Review :

Whoaw, when I saw the screenshots of this total conversion I was really impressed by the high quality view and thaugh I would give it a try as soon as I could.

Design is really from great quality in term of general layout and developpment (new monsters, textures, colors and features) the aim is to create a kind of egyptian experience more base on spirit effect and exploration in order to solve puzzle than real epic battles. You progression wil be catch by the wonderfull layout it's so impressive at the first look that you just stay in front of you screen and enjoy the instant. Attention has been put in everything great texturing impressive egyptian architecture, movable/breakable objects the color theme puzzles associted with 'colored theme' chambers and the mix between enemies and puzzles you will need to solve

Gameplay was perhaps a little be put in downward in my opinion simply because the objective is different from classic HL2, here like in an egyptian temple you will mix puzzle solving to access new locations and this agremented with some enemy fight base on a kind of spirit effect not that easy to use. then you will wonder what next to do do you really need to travel way back or is it just close to you actual progression you will more and more deliver access to new room but the complicated inteconnection (which seems totally justify by the egyptian theme) will make you catched attention decrease slowly. For the ambiance event if it comes with a perfectly suitable music theme, the real immersion missed something ( a toarch light progression, traps affecting you progression and some oppressing feeling). The project was perhaps a little to ambitious to integrate all those interesting stuffs without loosing a little of you attention for as long as the experience will take place.











In conclusion: visualy this modification is really tremendous with great reward through music and visual, sadly for me the easy way to get lost not knowing what to do next in addition with the lack of trill and fear created a downtrend attention while progressing...the main reason in my opinion was the fact that the team didn't focus on some choice but wanted to cover all new idea that came up and shine like THE stuff to add.

Playtime: 1 hours 30 min


Rating: A B C D E (87%)

Friday, July 17, 2009

Death Rebellion for Doom3

***NEW!!!***


Level name: Death Rebellion

Author: Kris 'Skul' Tennant

Release date: 16 Mai 2008

Size: 31 399 ko

Number of maps: 9



website: author's page

download: at map factory


Story:

This is a remake for an episode I made for the original DOOM, which I never released prior to this. The original DOOM version has been included in the .zip (dereb-DOOM1), except it looks a bit better than my first attempt.This episode includes nine maps and difficulty levels. Feedback is appreciated. I'm still learning how to make good-looking maps; I know mine don't look professional. Give me feedback on the gameplay rather than the aesthetics for now, please.

Review :


I don' t know if the author really respected the original doom 1 episode, but I suppose he did

Design was quite simply builded up, architecture was correct but basic at first with squared room interconnected by some hallways, most of the level are small and finish quite fast except the two last ones. the general layout and detail increase with progression attention to texturing is good but lighting could have been better, there was some event produced like with those surprising happening that can show up in doom3 custom maps, they add certainly somevalue to this mini episode sadly to much dedicated to indoor gameplay.

Gameplay is simply oriented, there is no real puzzle just some key hunt and fight, there isn't use of the PDA or on screen objective, You simply need to access the exit button room. and this make you progress from level to level untill the two last boss levels (because there are two squared single room with pillar and boss fights). This is something I personnaly hate to turn arrond and fight in a nearly impossible beating mission...and so if my feeling grew up during the seven firsts levels, it just let after those final levels a dispointing feeling...

In conclusion: I didn't test the converted episode using the original wad, I focused on the classic D3 episode and exit this 9th level experience with a mixed feeling some good design with good gameplay for the 2/3 of this mission but a boring ending fight that didn't add any enjoyable expeirence really destroyed my first feeling ...


Playtime: 45 minutes



Rating: A B C D E (62%)

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%)

Friday, July 03, 2009

E.T.F. for Half-Life

***New***

Level name: E.T.F.

Author: Jan 'Fresco 'Ripper

Release date: 24 December 2007

Size: 5 018 ko

Number of maps: 3


website: author's website

download: at author's page

Author's note

E.T.F. is a short mappack for Half-Life 1 containing three action-packed maps. The story is yet another What-if-scenario that takes place in good old Black Mesa. Initially it was created for a single player contest at thewall.de.
Since I had to finish this one very quickly I re-used a lot of old stuff. Some of you will probably recognize some parts of the maps from my Lost source maps package.
The contest project however has never been completed, so I decided to release E.T.F. as a standalone episode. For more information, please refer to the included readme.txt!

Review :

This is the second release from Jan and even if a short and not as good as it's first release it's certainly an enjoyable one. It take part in black Mesa 12 hours after the accident and you only aim is to find a way to escape...it's challenging in some part and well put together to motivate your qwest.

Design is like in the previous release from Jan, well put together, your progression is quite obvious with a lot of trigering element but not that much puzzles, the author puts a lot of attention in adding a huge amount of detail like the sandwich on the table customized posters and so on even toilet has it's own quite up to date design. This mission is only taking place, except the last cut scene, indoor . The general layout really take in advance all quality of HL engine and add a lot of visual effect to immerse you into this small mission..it's certainly not perfect and limited too much to the way you progress with lots of closed door but it's enjoyable...

Gameplay is straight forward with no complicated surprise except the ones dedicated to the fightings...but this make this mission certainly enjoyable by adding some difficulty. all stuffs are well balance except perhaps the ending that close this mission just when it's starts to be enjoyable.

In conclusion: Time of trouble was an enjoyable mission and for me even if this one was not that much immersing you, especially because it was too short it certainly lets you a good filling after you finish it and that is for me the most important.


Playtime: 20 minutes


Rating: A B C D E (77%)

Sunday, June 21, 2009

Space Lasercore for Half-Life

***New***

Level name: Space Lasercore

Author: Tommy "Tlax" Pettersson

Release date: 27 August 2004

Size: 1 052 ko

Number of maps: 1


website: author's page not updated since 2005



download:



Story

You are Gordon Freeman and you are now a soldier in the administrators MR.G-man army.You base is on a space station, A attack on one of the earth installations send you on a mission.

Review :

Tlax came up to half-Life community with a impressive release in 2004 called Timefall (check is website) after no other major release was done but a lot of small put together things especially for the TWHL competition were done, they were always short but really impressive, with a mix between puzzles, cutscenes and well put together archtitecture, this one is certainly not an exception, I'm especially impressed by the map size...regarding all what it contains.

Design is perfectly using the feature of Half-life, starting with a small cutscenes and after a mission briefing before you jumps into action with the help/protection of barney, the architecture is the grunt base theme but imaginative with as major highlight the laser core. the attention to detail and layout makes your progression enjoyable with help of allies and some (tricky) puzzle.

Gameplay is quite hard but weapons and ammo are there to make you rush through this map trying to protect Barney even if puzzle are not that evident it certainly add some intesting thing on what to do next, use of custom and original content give a good fluidity to this somewhere short release.

In conclusion: I didn' t find any trace of this one even not on the author site it's defenetly a 'Hall of Fame' one at least for me .


Playtime: 30 minutes


Rating: A B C D E (92%)

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%)

Wednesday, June 10, 2009

Help Wanted for Half-Life

***Previously reviewed on my french blog***


Level name: Half-Life : Help Wanted

Author: Bryan 'Zouave' Dillow

Release date: 31 October 2000

Size: 9 768 ko

Number of maps: 10


website: author's page not updated since 2001



download: At author's page

Story


according the author's page the mission just started as you apply for a job just after you recieve you degree. The offer follows:

Sanitation Engineer
Immediate Openings for full time position in laboratory setting. Ideal candidate must be able to handle vigorous w
ork schedule, possible overtime, and pass drug screening and background check. Hazardous Environment Suit to be provided to you on site. Please apply to the Human Resources Department, Black Mesa Research Facility.

and so, It's your first day at work. The job is simple enough, put on your HEV suit and head over to Sector C. If somebody spills something, clean it up. What could be easier?

Review :

Black mesa... never heard about? this mission is then what you are looking for to travel to complex that become similar through one of the most popular game from the last decade...Your new position is a sanitation engineer, so put on your suit and jump into your first day a labor everything is running well for you first day sadly for you just on the moment you are close to the experience zone something went wrong and so the accident happens.

Design is a lot inspired by black mesa, perhaps a little to much and lovers of this theme will cetainly appreciate it while other will just complain about 'another black mesa' experience... The design is well manage there are a a lot of detail really enjoyable (but you could easily be lost through the extension of detail that makes you take the wrong way) and will really catch you attention through your progression, this really give some good remembering the author also add some custom content through texture and skybox ( a bunch of them are available on his website).

Gameplay will directly immerse you with the original intro scene, after a good mix between search and puzzle, that can easily orient you gameplay if you didn't find the pied de biche (perhaps it is no available), if this is the case you only way to survive the first part is to run... after the challenge will increase with you progression but never with frustration, everything is well balance and will make you progress to the outdoor area that just stop your progression with future possibility since the project was abandonned

In conclusion: Even if it's not completed it's cerainly an enjoyable experience to play through and a recommanded experience for all half-Life fans.



Playtime: 50 minutes


Rating: A B C D E (82%)

Saturday, June 06, 2009

Ubilitus for Quake 4

***NEW!!!***

Level name:Ubilitus

Author: Victor 'EFX' Lundberg

Release date: 07 July 2006

Size: 43 952 ko

Number of maps: 2


website: here but dead?

download: at map factory


Description:

None mentioned, it's a classic mission with two main objectives: first regroup with the rest of you team and take the elevator, second shut down the power and escape through the transport bay


Review :

This is the second experience from EFX with mapping after a map made for doom3 that was quite a good suprise. Ubility is something more consistant with not simply mapping but also some coding and scripting to let the player be immersed in a well put together experience.

Design start slowly with a basic design and layout in a linear way that is quite crafted and limited in term of environment to the way you progress, after the design become more complex and fitting with more inteconnectivity, the progression make some backtracking, the bad suprise are here and there arround the corner, the internal lighting and the perfect colored touch Quake 4 can provide shine through those new areas and so the player got better and better immersed while he is progressing. The use of elevators is this map add something that was for me only well used in some Half-Life modifications, the squad experience is also something that let you progress with a better feeling. The author add here and there some extras below a ladder behind a corner like in all those old FPS where the quest for secret places add a interesting touch, some autosave and cutscenes are also present to better prepare the player for what comes next...sadly you will only see the outdoor through several view at the end but will never be able to make some outdoor battle.

Gameplay is mostly base on the shooter aspect there are no puzzle to solve here and only a few activating button that make you travel form place to place...it's mostly a battle from you (and you squad in the second map) against the evil forces. health and weapon are well placed to make it challenging but never to complicated and this until the end battle a little bit thaugh but not that difficult. The interaction with you squad is really a good point because it can support better challenge through more enemies present at the end it's perhaps a little too classic but it's still fearly enjoyable for arround an hour of intense immersion

In conclusion: For a second release of the author it was certainly a success perhaps too oriented to combat and limited only to indoor environment but regarding the playtime it was really enjoyable and well worth to play.



Playtime: 1 hour 15


Rating: A B C D E (92%)

Thursday, June 04, 2009

First Poll : What's your favorite Science-Fi FPS Serie

the title was:

What's you favorite Science-Fi FPS serie from all time


here are the result :

I would really like to thanks all the people (20) who participate to this first one and hope they enjoy sharing their opinion with me.

there was no real suprise for me and just put in evidence that through the viewer of this blog, Half-Life serie is the most liked...I wouldn't really expect it to be so dominant...

for the second poll I will take this first one to orient the coverage of this blog that is not only dedicated to Half-Life serie (even if both make the most covered maps & mods) but also to other FPS game.

For the second Poll I will Just ask you to make a (multiple choice) on other game you would like to see reviewed more often (duration of this poll will be two months

Sadly I'm limited in choice sothat I could add Build game that I may cover in the future if people ask for so the third Poll will be dedicated the the Build Engine games ;)

Please if you choose other just post a comment to tell me which one(s)

Wednesday, June 03, 2009

Calamity for Half-Life 2

***NEW!!!***


Title: Calamity

Author:
Bobby 'Spas12' Cardona

Release date:
28 may 2009

Size: 94 047 ko

Number of maps: 5



website: author's portfolio

download: palnetphillip's page



Author's Note:

Half-Life 2 calamity is an exciting new addon to the Half Life universe. Battle the violent combine regime, obliterate zombies and Xen creatures, and learn even more knowledge surrounding the rise of Earth's benefactors. Calamity is around 1-2 hours of solid gameplay filled with tense combat scenes and puzzling conundrums mixed within the deteriorating setting of one of Earths last thriving cities - City 17.


Review :

This time there is a consequent pack to be added to this Blog. The story behind seems to be from the classic half-life bottle, during the accident in black mesa you where teleported to city 17 you mains objective is to progress through the city and access the hiddenbase...for the rest I won't spoil the ending...Even if I didn't really understand what really happening at the end.

Design is really above average (not constently) but still for me average, the attention to detail the way different enviroment where mix, the general ambiance through custom music everything is here present to make this mod shine through your eyes, the only mixed feeling is that you always feel to be oriented in you progression there was never an alternative route it's straight forward (especially regarding the outdoor part) but it's not monotonous and you never want to stop until the end which is a gage of quality. The author gives you also some break through radiotransmission listening with custom voice, which even if not from perfect quality and perfectly fitable through it's content was well used to give the player a break.

Gameplay gave me more a mixed feeling even if it was well set together, some places of battle where quite challenging to be close to provide some frustration (especially the loading screen part,the sniper area and the descending jump part of the fortress) puzzle where negligable even if the hall with those red containers didn't directly shine to what was the task to do and certainly make me waste 15 minutes to figure it out, for the rest everything flow together to really keep the player perfectly busy, not always in the best way through those bad surpise like for example the exploding barrel in your face when you open the access corridor or those sily respawing fight that keeps you busy without any other choice than to survive...


In conclusion: In general, it was an enjoyable release that has certain repetitive flaws that could provide more frustration than enjoyment if you prefer to solve puzzle instead of shooting combines but thought it's light custom content, above average design and quite efficient playtime it's certainly a recommanded one... not highly but still recommanded one.



Playtime: 2 hours 30 min


Rating: A B C D E (89%)

Thursday, May 28, 2009

Old building for Chaser

***NEW!!!***


Level name: Old Building

Author: MortarMan

Release date: 01 April 2007

Size: 5 549 ko

Number of maps: 1


website: none

download: here


Description:

This one seems to be a short beta unfinished of a Chaser map, you need to infiltrate a a complex building were you objectif is to kill the mafia boss gameplay is quite challenging with well placed enemies regarding the way you progress.

Review :

Design is certainly too squary and repetitive you progression is made by floor to floor using the destroyed elevator cage, pay to attention and detail isn't that good too, lighting is nearly forget so that there isn't much to save regarding design it's just a poor map thay lacks design attention and detail...to even frovide some bugs like the ending.
Gameplay is pretty challenging and will old you busy for quite a while regarding the map size, the way how the access to floor is dedicated make it quite challenging to progress to even frustrating, there is no real mission except to kill all enemies. Weapon, health and ammo are spread just like it should to make it challenging, but for the rest there isn't a lot to talk about...


In conclusion: Not really sure I should review this one but regarding the fact that this one is part of a not enough coverage really enjoyable game, I thaught it might be worth to add it...event if it won't let any great memories.


Playtime: 25 min


Rating: A B C D E (51%)

Wednesday, May 27, 2009

Enmity for Quake 4

***NEW!!!***

Level name:Enmity

Author: Jordan Hirsch

Release date: 11 December 2007

Size: 23 825 ko

Number of maps: 1


website: here

download: Author's page


Description:

Enmity is a single player Quake 4 Mod focusing on creating an interesting boss battle utilizing a standard Tactical Strogg and slightly modified A.I. base code


Review :

For this one the author worked for his project at the guildhall more on coding than on creating something classic, the new 'coded' enemy is well created and add a kind of chase gameplay.

Design is quite limited to a succession of 5 places to visit, in a classic way with some intersting touch like the starting scanner or the automotive ladder, for the architecture it's perhaps a little too squary and not enough 'tube and vent' if you understand what I mean lightning is correct like detail placement even if a little limited in my opinion.

Gameplay is the interesting part of this release, you will chase a guard from place to place that has a quite good acuracy and a life indicator for witch,everytime you reach the end, will make him escape to the next place, where with a different weapon, he will try to defeat you. Ammo and health are in large amount so that event if the gameplay has a more chaleeging touch it won't take you a lot of effort to defeat him. It has also to be noticed that some cool ambiant music will follow the 'boss progression' making it even more enjoyable

In conclusion: Yes I know it's too short like most of these descent release from the Guildhall... but, one more time you will have a short enjoyable moment playing you Quake 4 game .



Playtime: 15 min


Rating: A B C D E (72%)

Wednesday, May 06, 2009

The Plague for Half-Life

***NEW!!!***


Title: The Plague

Author:
Scrama

Release date:
16 March 2009

Size: 6 657 ko

Number of maps: 1



website 1: author's page

website 2: other author's page where I found this map

download:author's page


Story:

None,The author Just submit this map to Half-life.ru contest "Level-design"

Review :

Yes I know another short release But this one, like Kaspberg's releases, really creates something different. You can easily link this one to quake 1 and perhaps some inspiration, but I'm not sure if the author got influence, from Shaun [Kona] Ross .

Design has a good looking architecture, with impressing texturing, in a way to create a route to your nightmare, attention to detail like those flying weapons and the gold rune with the addition of some scream and barrrier traps want to reproduce what we can find in some quake mission with a certain succeed.

Gameplay is also a lot influence by quake, pay attention when you pick up something because those zombies, alien slaves and grunts, Bullsquid and for an ending some alien controllers will spawn and cause you some nasty surpise, there is also at least one secret place. Progression is a short mix between activating button an backtraking to open new area. Ammo and health is exactly what you need to make it like it should be, at least for me...

In conclusion: The ambiance and the quake style feature really create something special, it's not that great because it's certainly too short but certainly put in front of our eyes that there is, there in the far east, a community that certainly old a lot of those interesting maps.



Playtime: 15 minutes



Rating: A B C D E (85%)

Sunday, May 03, 2009

Research & Destroy for Half-Life 2

***NEW!!!***


Title: Research & Destroy

Author:
Clancy Powell

Release date:
?

Size: 3 958 ko (bsp file)

Number of maps: 1



website: here

download: author's page



Author's Note:

Re-Search and Destroy is a single player Half-Life 2 level that takes Gordon Freeman through a Combine research facility to cripple the Combine's teleportation research efforts. I focused on creating both interesting combat situations as well as narrative elements that would give the player a sense of purpose, a sense of place, and motivation to keep playing. This level was used as a test level to collect data for my thesis: Importance of Story in Single Player First Person Shooters.


Review :

I will certainly continue to pop up those small Guildhall release, they can easily be criticize but I know (suppose) that most of the people that plays SP release just are looking for something new or forgotten even if it's not that great or prefect.

Design is lets say the 'less that it's needed', you start from an outdoor area then will need to enter a building to free one of you mate and clear all combine force. So the outdoor looks ok but seems a little clanky, and the indoor area is a collection of romm you need to visit from floor to floor with switch activation in a real middle classic way of design it's a expeirence intended to be short where the author tells he use 140 hours to create this map.

Gameplay is quite well oriented with some detailed info by on text message to tell you your mission (it's perhaps a little bit too detailed and I would certianly prefered some voice recording).
Combats are way to easy regarding the ammo and health you can find or recieve, the progression use enough back track to prevent from making this one to linear but still misses something more original that some simple console activation to make you progress. The good point is that trough the map all event that will happens seems really to obvious, expect the end...short but unwaited

In conclusion: Another short experience with classic design and gameplay nothing really perfect or estonishing, just perhaps an interesting ending.



Playtime: 10 min


Rating: A B C D E (67%)

Thursday, April 30, 2009

Underhalls for Opposing Force

***NEW!!!*** added some info include author page


Title: Underhalls

Author:
D_nawrocki

Release date:
27 February 2006

Size: 993 ko

Number of maps: 1



website: author's page

download:author's page


alternative download:



Story:

None, it's just a remake for opposing force of the second map from Doom II

Review :

Another short release for Opposing Force I don't remember where I got this one but found it worth to be added to Sp map Corner

Design has certainly more an arena approach in a concrete mixed with HL theme Design, it's quite limited but well done with some good architecture and layout . the attention is correctly put together with some custom content. A fair design for sure.

Gameplay is a mix between trigger, hunting grunts and speical squads with lots of respaw to add some 'living time' to this short map, it's perhaps a little to small with tiny area that doesn't really provide place to make the hits deadly simply by the fact that combat is quite close. appart from the combats it's a simple travel from place to place to activate trigger in a non linear crossed progression it's quite obvious and has only as aim to find an elevator exit...and that it

In conclusion:A short arena style release well enjoyable for a small experience limited to a quite restricted place.


Playtime: 10 minutes



Rating: A B C D E (64%)

Tuesday, April 28, 2009

No Freedom for Half-Life 2

***NEW!!!***


Title: City 17 : No Freedom

Author: Brandi Alotto

Release date:
19 June 2007

Size: 3 922 ko

Number of maps: 1



website: here

download: author's page



Story:

None mentionned but it's part of an invidual guildhall project ( cohort 5), made for their graduation terms.

Review :

Another short example of people who will be working in future gaming company are able to do .

Design has a good external feeling in a night city under combine's control. The outdoor architecture is quite enjoyable, more than indoor and organized in a quite squared area the main objective is divided in 3 parts: rnter the main building, search for a switch, get to the roof to escape. The indoor is build in a classic way according an everyday house that has been transform as a general head quatter of the combine force, it's just a succession of room with general layout that are well interconnected even to outdoor by windows, it has a maze feeling so that you will perhaps not directly find the next thing to do.

Gameplay is typical FPS progress and kill to escape, you will encounter lot's of combines respawn when you travel back, you will open all door to find what to do and access to the rooftop to escape there the challenging is well put together with combine reinforcement, trip mine drop (I think it's one of the first time a see this in a custom map) and a strider to need to be destroy to exit the level. the ambiance is perhaps the small thing that is missing in this release like a little bit more scripted progression.

In conclusion: In a standard design way, the author succeed in ceating a average experience hightlighted by the end combat.


Playtime: 20 min



Rating: A B C D E (71%)

Saturday, April 25, 2009

Mechanized death for Opposing Force

***NEW!!!***


Title: MECHANIZED DEATH: An Army of None

Author: Jed Kirchner

Release date:
15 August 2001

Size:
2 248 ko

Number of maps: 4



website:
none anymore

download: Atomic gamer's download

Story:

None, just a small make from scratch with no real storyline just another escape from black mesa with an opposing force point of view

Review :

I quite like a ll release from Jed and just nothice that after a lot of good quake 2 mission he also did some experiment with HL even if he appologize a little for the triger/scripting event that isn't really is cup of thea.

Design Has some great looking area with a mix a let's say corridor, hallways and pipes (perhaps a little too much) the design has certainly a touch that I like when I play custom maps it's certainly a good feeling to travel and to shine up in a huge open area that easily create a interesting atmosphere this happens several time and i like it. From the general design it has a lot of Quake2 touch and especially the last elevator/exit zone all in all it's well interconnected and enjoyable to travel through.

Gameplay is the classic one linear progression, increasing little challenging combat. and some small puzzle mostly triggering. In a mix with the architectured it's really enjoyable but defenetly too short

In conclusion:A good mix between design and (too easy) combats gives a short but correct gaming experience that it's worth to be played.



Playtime: 20 minutes



Rating: A B C D E (75%)

Sunday, April 19, 2009

Rosa-sewer for Half-Life 2

***NEW!!!***


Title: Assault on a Strider Base : Rosa-Sewer

Author: Jennifer Canada

Release date:
15 June 2005

Size: 3 931 ko

Number of maps: 1



website: here

download: author's page



Story:

None mentionned but it's part of the assault on a strider base guildhall project ( cohort 2), made for their graduation terms.

Review :

I really like those small guildhall mission they are most of the time short and not perfect but finally it produce a correct playtime enjoyment worth to be mentioned.

Design is good with well put together area and a same grey_dark theme that add a certain touch to this map (like if the experience that take place in this hypothetic future was set in a polluted...distroyed environement where people don't really have the will to live). The general theme is base upon concrete sewer and interconnection, some 'on text' messages will lead you through this maze not only focus on a self floor gameplay but with lot's of up and down progression and also adding some outdoor area.

Gameplay is quite easy with metrocops, combines, headscrabs...so classic enemies. Puzzles are limited but make you progression oriented in a non too linear way and will lets you be busy for a short thinking time. The ambiance is perhaps what lacks to this map not a lot of sounds, voice messages would add a better immersion into this unit, and some more challenging place would also have increase the interest of this map...but it's not really part of the main objective of this map which is to mention to teacher the knowledge of the hammer engine.

In conclusion: A short enjoyable experience that lacks some more combats and a background ambiance.




Playtime: 15 min



Rating: A B C D E (68%)

Saturday, April 18, 2009

Fallback, Fire & Ice for Opposing Force

***NEW!!!***


Title: Fallback, Fire & Ice

Author:
Peter Lok

Release date:
17 February 2002

Size:
13 197 ko

Number of maps: 15



website:
none

download:



Story:

FALLBACK FALLOUT After the escape from the Monte del Oscuro facility, Corporal Shephard and his fellow marines have been assigned to a hardship post in the Antarctic. Icy cold winds, eternal ice and snow and 6 months of darkness in the winter. The Top Brass didn't look kindly on having their research facilities being overrun by aliens even if it wasn't your fault.

FIRE This is a flashback level to a Balkan town. Objective is to rescue a UN representative from a Warlord. Then you flash forward to the Antarctic.

ICE In the Antarctic, Shephard and his squad are guarding yet another research base in the middle of nowhere. It was a quiet posting until a mysterious alien artifact was found while drilling ice cores. The secret is out, and foreign powers desire the artifact. Your orders are to defend the base and the scientists at all costs.
Hopefully, a happier ending is in the the works for Corporal Shephard.

Note: You can find at several review site: Planetphillip,tenfour,... Both releases reviewed (Fallback and Fallback,Fire & Ice) playing this map pack gives you the oportunity to play directly both releases in a one whole unit.

Review :

Finally I played this one from Peter who did several small releases before this one and also worked for the Intolerable Treat mod.

For this release as a first part Peter took is previous release for Opposing Force (Fallback) and add a new consequent episode.

Design is a mix with correct layout, interconnection, good use a texturing and prefabs with a excessive use of copy/paste sections, so that it leaves a impression of repetive progression. For the rest and not taking in account the hallways you visit and the too squared design in some places, it's quite from good quality. You will also be catch by the quite huge progress in design Peter made while you pass from the first (old) part that seems a little poor and the second where several place,especially through use of prefabs, really shine in interest.

Gameplay is quite challenging in different parst and this will provide an extension of playtime through the fact that several battles will take time to be completed. Porgression is mostly steight forward but add external help (team squad mate, scientist, key search) to break the repetitivity of this experience. Some external scenes will also sometimes happen to add for the spectator some visual experience witch I really like in Half-Life approach. You will encounter all weapons from HL and OF and will find health and ammo when you really need them, I died a couple of time but it was never frustrating...Puzzle are mostly easy to solve out and I was only lost a little in the wind mill area just because the door trigger-generator wasn't that obvious for me.

In conclusion:Even if regarding the design it's sometimes a little bit poor or too repetitive the experience and general layout are above average, like the gameplay...in the hard way.



Playtime: 2 hours



Rating: A B C D E (71%)

Tuesday, April 14, 2009

Redwill Manor for Doom3

***previously reviewed on my french blog***



Level name: Redwill Manor

Author: Lionel van der kolk

Release date: 2 October 2005

Size: 14 234 ko

Number of maps: 1


website: here

download: At filefront


Author's Note:

A short singleplayer map with all new textures and (animated) models. It's also my first singleplayer map for doom 3. I wanted to give this map a totally different look than the mapsyou see in Doom 3. I got my inspiration from the movie Rose Red and the Disney attraction"The Haunted Mansion". I love the feeling of those two and the Doom engine fits perfectlyfor this type of environments.

Review :

This is the first and perhaps also last release from the author that worked after this one on a quite interesting modification for Doom3 but without any update since almost 3 years.

Design is impressive and immersive, highly colourfull to create something unique according FPS experience, the nightmare seems this time just behind you door ... If you look to the way the map was build and the texturing added it's suprsisingly well done for a first release, every new place visited is another eye candy...nothing to complain just a full visual enjoyment.

Gameplay is simply trow into this map to give a objective and add some 'trilling' ambiance to this release, no real puzzle or heavy fight and this could be the only minor point of this one, you will easily fight you way through the cave witch will sound as the end of it.


In conlcusion: This is a particular experience more base on visual and ambiance than on gameplay, you will fast progress through this one a little out of what we are abilited to see. Even if it's a quite short experience it's really a must seen one.




Playtime: 10 minutes



Rating: A B C D E (82%)