Sunday, April 04, 2010

The Xen Campains for Opposing Force


***New***



Level name: The xen campain

Author: Red Sky Projects

Release date: 21 spetember 2003

Size: 13 367 ko

Number of maps: 14


website: None

alternative download:


Story

*********************************************************
Incoming Transmission
*********************************************************

Classification: Classified

Date: 3/2/3 PBM (Post Black Mesa)
Assignment: 20316A- RETAKE AND INVESTIGATE

Subject’s History: 3 years after black Mesa, Adrian Shepherd was been assigned to a remote outpost on an outer Xen Moon. Reason For Assignment: Convoys to inner Xen world bases have been disappearing, confirming the reports that the massing Xeno Armies have been strategically attacking and taking control of the Terran Space Force bases.

Objectives: Primary- Retake Xen Base Alpha

Secondary- Investigate the source behind the massing of forces and the  attacks on the TSF bases.

Outcome: Unconfirmed….

*********************************************************
End Transmission
*********************************************************

Review :

this team wanted to send back caporal Sheperd to an outpost called xen but most of us didn't really like this HL part wish was certainly a part of the challenge of this addon to make us like something that we didn't too much like
Design: is most of the time pretty average and sadly decrease in quality when we reach the end (last maze before the end scene) several location looks ok but never enhance the quality for this release several touch where still enjoyable but more on an external way to put the storyline through on text message and cutscene the way the team also wanted to stay to close to xen original theme and is lak of original texturing also make the whole unit suffer from creativity.

Gameplay: is well challenging most of the time and also sometime try to be not too classic by integrating some team fights, puzzling but hopefully no jumping. For the puzzle they also may look frustrating through the fact it's not always easy to understand what to do and especially with the Tentacle (just keep in mind that you need there to find the barnacle , that is needed after for another puzzle, and kill the tentacle) but expet this experience it never turn to frustration and was quite pleasant. regarding the fludity of the gameplay the items placement and special cases it was OK

In conclusion: This addon felt just a little bit to light in mapping consistance, gameplay feature and interest.
I think like in a big amount of maps and mod authors really were immersing into there job for the first part and after that wanted to make it  more and more perfect but this leads to an increase in time spending that at the end turns to a rushing to finish stuff because of loosing interest regarding the time spend. It's not from great quality but if you have an our or two to spend playing something it could satisfy you.


Playtime: 2 hours



Rating: A B C D E (58%)

Monday, March 29, 2010

The Katagean Redoubt for Quake1

***New***



Level name: The Katagean Redoubt

Author: Chris 'Simulacrum' Houston

Release date: 04 March 2008

Size: 1 465 ko

Number of maps: 1


website: None


download:
from quaddicated

Story

YOU BIG SHOOTY MAN GOOD GOOD SHOOT NOW NO DIE FAILURE NOT OPTIONAL OP3N D00Rz L0lz

Review :
The author who did several attempt back in the early 2000 wanted to get a little expereince in order to apply to some gaming industry job, He so decided to get back into design and especially for Quake 1 regarding the success of his release he wanted to extend this map to a small episode but nothing shines since then
Design: The architecture is a mix between e1m3 and e1m4 brigging some Castle base design full of those green bricks and wood floor, It can easilly be consider as 'old school' regarding the inspiration comming from the original level.  The layout is neat and impressive featuring a well interconnected castle full of nasty surprise and secrets places (8). A lot of attention has been put into this one to create some wonderfull places to visit and this with an up and down view regarding the way you progress...Action even if perfectly balance nearly doesn't take place outdoor and doesn't really provides a lot of mechanism and trigger effects (both would have certainly increase the skill of the author and the way we can judge his skill). But this is only a personnal point of view and only minor aspect regarding the whole unit.

Gameplay is a good mix beween fight and progression in a quite linear way at first and after (regrading the central room and the access through keys) more unlinear. Weapons give is progressive sothat you need to really take care to enemies and the ways you use each weapons...This time I had not that much problems finding the secrets places which is also from the 'old school' approach. The fights where pretty well balance and most of the time easy to predict when they should be more challenging but even in this way the last battle was a real nightmere....The way the gameplay was balanced was perfectly fitting to my way of playing and it was therefore a pure playtime delight
In conclusion: this release should really encourage everybody to try to handle some mapping experience, the author come back after 7 year and a short immersing time  to produce a enjoyable challenging experience in a well crafted environment it's certainly not perfect but in the way the author used his skill he did it in a remarkzble manner.


 Statistics on normal skill:   playtime 33' 03''    secrets 6/8     kills 133/136 


Playtime: 40 minutes



Rating: A B C D E (88%)

Monday, March 22, 2010

Arkot_Catlekeep for RTCW



***New***



Level name: Arkot_Catlekeep

Author: Arkot 24 (Reedited by Vicpas)

Release date: 04 June 2006

Size: 10 165 ko

Number of maps: 1


website: None


alternative download:


Author's Desciption

This map is my first work in single player maps . This was made in about 3 month's time on and off and was created to learn more about single player mapping


Review :

Design: Regarding this one the way is was design looks more like an early stage of mapping, it's more a collection of squared rooms put together with the needed stuff with just here and there some different touch and especially the wood stair to access the second floor. Most of the action take place indoor with some outdoor view, general layout and architecure even if I might be consider as basic, provides all we would like to find from brakable objects to secret places, lighting is also good so that on an average level everything is nice several content where still for me above average and especially the intro objective map (sadly not in english) and the small cutscene when you activate the access to the storage area.

Gameplay: is well balanced all items and enemies are waiting for you where they should be, to progression is quite free and not to oriented (different way of progression until the last objective exit). So finally the gameplay is well put together with the design to provide an enjoyable experience more base on an action fighting than on a action thinking and looking.objective being also mostly evident to find and do.

In conclusion: A well balanced expeirence map correctly related between gameplay and design, don't except any 'waouw' while you progress but in the otherway you won't get bored while playing this one.


Playtime: 40 minutes



Rating: A B C D E (72%)

Friday, March 19, 2010

OPOF for RTCW


***New***



Level name: OPOF

Author: Jakub 'Thompson' Poniatowski

Release date: 4 August 2004


Size: 1 027 ko

Number of maps: 1


website: Author's profile


filefront download: here

Story

None

Review :

Design: it's a quite short release with starting  in a kind of inside place of a Castle were some german and stuffs are waiting for you after that you need to find an entrance to the Cave and secret operating center the  interconnection isn't perhaps that good and the starting place look a little to boxy and without any surounding view even if detail and realism is well used. the switch to the lower part is a bit ectic  but what follow even if a little repetitive is well done the attention to the wine cave, the meeting room and all breakable stuffs and secrets really put in advance the real volonty from the author to do it's best

Gameplay: quite short...some tiny challenge in the outside area and after it become more obvious excpet what you really need to do so go into each corner to find some secret and activating system, after you will need to travel a little to find the exit witch will done finished with the status page.

In conclusion: I really think the author wanted to make something more important but certainly trough lack of time just release a short but well done RTCW experience...sadly it's too short and the was really a lot of potential.


Playtime: 10 minutes



Rating: A B C D E (68%)

Wednesday, March 17, 2010

new poll and info

So I have started a new poll...just wanted to know how you came here

In addition I Have add a new feature perhaps up to date (is it still?)that allow you to follow this blog update more easily, but if you use a reader with RSSfeed I don't think it's highly usefull, except for me to share some other small information that doesn't really need A blog update.

Tuesday, March 16, 2010

Breakfast at twilight for Quake 1

***New***
Name: Breafast at Twilight

Author: Peter 'Hrimfaxi' Sörensen

Release date: 12 September 2007

Size: 4 856 ko

Number of maps: 1+ 1start map


website: None


download:
from quaddicated

Additionnal pack required :
quoth is necessary to play correctly this one...and a bunch of recent releases

Story

Not really - just shoot anything!
Review :

Design:  In one word : Wonderfull !!! and shine directly through the statring map where you can choose your skill.
The Place is quite huge and will provide a large area that need to be discover by accessing key protected area, the fact that you sometime can seen trough windows balcony and other view what is awaiting you is well crafted.
The outdoor and indoor scene are well put together to make you admire the places you are going to travel through, architecture and use of textures really creation some intense visual moment, lightning is also well provided. The skybox is perfectly fitting the theme and name of the map...Visually everything looks really great some more sound or background atmosphere would even add a more immersive feeling but this would only be a tiny touch.











Gameplay: like the design it's solid, with over 160 monsters on normal setting the battle to survive and progress will be quite hard the use of new monsters and there placement was also well done lot's of secret zone are there to provide you with some addition qwest if you are able to find them (witch wasn't my case), the surprise is just behind every corner and this will only reinforce your desire to finish the map. Battle are sometimes surprising, sometime tough, through the difficluty to move and fight back but it was the aim wasn't it? to be able to play this type of release you should be prepare through the challenge and difficult to deserve whats next

In conclusion: after several play through Peter's release I'm now a total fan of is mapping skill  that remind me from another great mapper Shaun 'Kona' Ross this one is without no doubt a must play and extremely invite you to reinstall Quake 1 for the amount of great release that still need to be revisited or/and review
 Statistics on Normal skill:   playtime 48' 40''    secrets 2/11     kills 166/166 


Playtime: 1 hour 20 minutes



Rating: A B C D E (94%)

Thursday, March 11, 2010

Star scream for Quake 1

***New***



Level name: Star scream

Author: Dustin 'Ttronyn' Geeraert

Release date: 07 Mai 2003

Size: 329 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Story

None...a map oriented to be playing with all support so perfectly design for SP Coop and MP

Review :

Design: It's a short map with mostly a linear gameplay from the top to the bottom of a kind of 'space castle' Architecture is well put together and reminds me of some UT deathmatch maps, it creates a immersive highlight Castle, indoor is limited but outdoor, especially regarding the small size, is well interconnected. Lightning is put were it should be and if the use of texture is limited it give perfectly the ambiance we like.

Gameplay is wellbalanced with a design from the bottom to the top. You will need to get rid of enemies that are most of the time attacking you from above, additionnally it's quite easy if you move too much to fall down into space and die, this add a bit of challenge. It's still quite an easy map in normal mod with limited amount of enemies. All freatures are put where they needed to provide a good single play experience

In conclusion: short and enjoyable what else do we need if we want a break.


 Statistics on normal skill:   playtime 5' 27''    secrets 0/1     kills 35/35 


Playtime: 10 minutes



Rating: A B C D E (70%)

Monday, March 08, 2010

Human Error: Ep 1 Fpr Half-Life 2 Ep2



***New***



Level name: Human Error: Episode 1

Author: Half-Life Short Stories Team

Release date: 8 February 2010


Size: 334 893 ko

Number of maps: 7


website: here


download: at planetphillip

Story
Some chose to resist, others chose to collaborate; to yield to the Combine and enforce their rule and will. One such body is the Civil Protection unit, an arm of the Overwatch that maintains order in the Cities. In Human Error, become part of a small Civil Protection team that is pitted against the remains of the Xenian forces, who are making a last ditch effort to escape Earth. Utilize a variety of new tools such as controllable manhacks, and use new vehicles such as the APC.


Review :

Design: Looking back to Duke Nukem and the first age of FPS we found a lot of release that came with some new features and was called back Total Conversion... this one totally reminds me from this approach, new enemies, weapons, textures, voice acting...  It was a long time ago since I had this particular feeling playing a free release that integrates a full custom content. The story behind was perhaps not that clear (at least for me) with Andrew's girl through flashback and appearance with a little F.E.A.R. because sometimes you have some doubt about her real thaught (good or bad).
The overall design can always been critisize especially when you have a lot of custom content, people think that everything should always been from high quality especially when it seems more difficult to create some custom content that to create maps. It this way it's clear that human error never make you travel through unique location from high atmosphere like you can encounter them in the original Episode 2...Location are really from a classic bottle perhaps sometimes too dark, witch is for me part of the atmosphere but will decrease the feeling of general layout and detail, this wasn't for me disapointing because I was happy with what it was. Addition to the General layout Human error comes with a lot of new created content and this is was I really loved.
Starting with the new models from enemies to weapons to the cusomized overuse power generator, the pilotable NPC and Manhacks, the sniper rifle sadly unuse through a dedicated gameplay area and the attention to modelling of all main characters. All of them were quite well done and also gave a good turn back to half life first experience.












Gameplay: The fact you play as a combine was still perturbating and this something i don't like to, like playing as a german in a WW2 game, I think it's part of our 'the bad and the good' approach witch can sound as nonsense regarding the fact that FPS gaming is just a 'killing' game  witch is certainly not good...But all in all this 'combine team' appoach with some differents main characters add this cooperative gameplay I really like in the more recent FPS gaming experience, sadly in my appoach if you part of a combine team it's a kind of squad where the main aim is too be efficient (move and act without thinking too loud) and not to talk like if you where on a happy journey, It's sure it add a better filling than to play without any 'sound environment' but for me  it's unrealistic...
With this team apporach you will also be able to conduct the NPC (cool experience), to drive the manhack through vent and stuff, an amazing experience through the difficulty of  third dimension mouvement and also through the limited angle of view  this was really a great moment of inovative gameplay.
Even if it was sometimes challenging, also by the fact you cannot carry out all weapons but need to choose, it was also a little disapointing with the too easy end battle gameplay sometimes also went to 'what's next now?' feeling where you turn arround and after turn to external help to find what to do (happens ones) but all in all the fluidity of all those feature dropped into the game while you progress was perfrectly timed to create a not perfrect but still unique experience.
There are certainly a lot of things to improve but the challenge was put on a high live through integrating a lot of new features, trying to make a background storyline,  an interesting gampelay and give the whole first episode a good structure, even if not perfrect through voice talking, mission, combats and puzzles

In conclusion: Even if there are a lot of things that could have been done better, the fresh new content really add a woaw feeling when I encounter it sothat I defenitly consider this mod as a personal favorite and can only recommend it clearly and hope we won't wait too much for Episode two.


Playtime: 2 hours 30 minutes



Rating: A B C D E (94%)

Friday, February 19, 2010

Biotoxin for Quake1

***New***



Level name: Biotoxin

Author: Christian 'CZG' Grawert

Release date: 03 April 2001

Size: 550 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Author's Note

My entry for 100 brush V2.00 contest:

Biotoxin - Where toxic waste comes to die, and to be pumped out into earths ecosystem.

Review :

Design: It's an hundred brush competition so it may look quite limited but Christian is a master so everything is well put together in a limited base a lot influenced by Quake2 (the author even use some Q2 textures) everything is well oriented to make you travel through, enjoy the lightning and even some little effects with on text messag. Enemies placements, weapons and ammo/health is put were they should to create some challenge but not too much...

Gameplay is perfectly balance increasing while you progress puzzle are only there to make you travel from up to down, it's really enjoyable and never frustrating with in some spot a nasty surprise what elese should we expect from a limited competition enjoyable well eyes looking and not frustrating.

In conclusion: I'm really a fan of those base map for Quake 1 and this one, build by one of my favorite quake author, even if quite short isn't an exception. Short, fun and sweet the ideal break for the people, like me , that don't have a lot of playtime.


 Statistics:   playtime 10' 30''    secrets 0/0     kills 54/54 


Playtime: 20 minutes



Rating: A B C D E (91%)

Thursday, February 11, 2010

hrim_sp4 - For Love of Evil for Quake1


***New***


Level name: hrim_sp4 - For Love of Evil

Author: Peter 'Hrimfaxi' Sørensen

Release date: 01/01/2010

Size: 5 645 ko

Number of maps: 3 + 1start level


website: here


download: here



Author's Note

this collection of maps were build over 5 years... and have been finally put together in this pack

For Love of Evil: The main map a large map mostly ID metal textures but also some textures by Kell and others.

Voidscape: A turtle map made in two days in 2004. Se the included Readme file below.

Brownie: A map intented for the sm128 session bur it wasn't finished at the time andabout half a year later I made it into a turtlemap (build it within a week)

Start: This map was made for this release within a weeks time.

These maps are totally unrelated and wil not follow each other when you play.
They all play independently.

Separated Review :

Start short and sweet it's from here you will enter the skill selection that for myself I let on the normal challenge.


Brownie is the first one I played, I will consider this one as a classic map through it's gameplay featuring a castle full of those evily surprise that can provide Quake 1.
Design is oriented arround a well crafted castle made of custome texture. Several place of view really give a nice touch, the general layout even if limited through the contest it was firstly build for, creates a nice atmosphere that could perhaps been a little enhanced by a more gloomy skybox.
Gameplay is for me quite classic but its what I like, never too hard but well balanced, the challenge will increase with your progression, the weapons you find and the keys to acces new places. the final battle may look too easy in the way you approach the fight but ones more this way is the one i prefer in comparaison with an open area where you only possibility to survive is a mix between run and shoot.

Statistics:    playtime 13'40''   secrets 0/1   kills 52/52










For love of Evil like the author's tell this is the larger and the main one. Eveything has been put in this one, base on a metal atmosphere, the author has put a lot of effort to created an enjoyable but not repetitive gameplay through fights and traps that need to be solved with a minimum of thinking.
Design even if the texture theme used may limit the interest was really well put toghether to show some wonderfull place to visit with some nice architecture in several place that really increase the atmosphere though their size,especially in height, lightning is good but some effect could have been put there to create one'smore a better gloomy feeling (but it wasn't perhaps suppose too).
Key, button and secret hunting will also face some challenging and unexpected event, but the fluidity through all those events was perhaps a little too expected.
For the gameplay this one like the previous really put the gameplay I like not unbeatable with some good challenge and some break and here and there some triggered event that need some small thinking, only those secret seems for me too difficult to find, but too be honest I really didn't look for them...ammo and health were perfectly available where we really needed them

Statistics:     playtime 35'02''   secrets 1/9    kills 130/133











VoidScape the last and the shortest and an original layout in space it was tiny to quite clostrophobic in some place but perftcly challenging and put together.
Designed like a passage lost in a mountain just put somewhere on a tiny flotting planet Peter was able to create something unique played fully outdoor with some jumping puzzle and havy fight in restricted area...with a totally different approach he was able to catch our attention for and quite enjoyable experience even if it was short and hard in someplace thorugh well placed ammo and health.

Statistics:      playtime  10' 48''  secret 0/1    kills 32/32










In conclusion: An enjoyable expeirence played arround different theme put together in  a single pack...It helped me at least rediscover Quake1,  with some fun an pleasure it's well worth if you are fan to test this one

Playtime: 1h 30 minutes



Rating: A B C D E (86%)


Note: thanks to Quakis
I finally could handle to have the mouse look...I know it may sound stupid but this was the most reason i didn't touch Quake1 anymore...just try it without mouse look...for the one who don't know how just open the console and type +mlook

Thursday, January 28, 2010

Half-Life 2 : Episode two

HL2 : Episode 2 Personal review
Publisher : Valve
Release date : september 2007
Developper : Valve

Recommanded reiquirements for XP:
  • CPU 2.4 Ghz Processor  
  • 512 Mb
  • DirectX 9 128 Mb



Test: Made on average skill using the default setting on my computer [ AMD64 3400+ - 2Gb Ram - GEforce 6 128 Mb] some really small slowdown just limited to the resume episode one at start .


Cost: Include into the orange box sell arround 30€ or if you have a steam account just wait like a did to some anniversary were valve propose the game at a really low price got it for 4€


Orange Box Info
--------------------


Half-Life® 2: Episode Two is the second in a trilogy of new games created by Valve that extends the award-winning and best-selling Half-Life® adventure.

As Dr. Gordon Freeman, you were last seen exiting City 17 with Alyx Vance as the Citadel erupted amidst a storm of unknown proportions. In Episode Two, you must battle and race against Combine forces as you traverse the White Forest to deliver a crucial information packet stolen from the Citadel to an enclave of fellow resistance scientists.

Episode Two extends the award-winning Half-Life gameplay with unique weapons, vehicles, and newly-spawned creatures.



Design
--------



Through 18 maps, you will be once more dropped into the Half-Lfe experience just after the train crash that happens at the end of the little disapointing Episode one. This time you mission will be surprising in term of happening and  discovering what's next. The design is still pure classic Half-Life but the new texture used, new enemies and skyboxes really creates some marvelous scenes that really gives a fresh breathe to a games that doesn't seems anymore up to date. Travels through all kind of new area from outdoor (most) to indoor (like the interesting travel through those caverns) really creates a catching experience enhanced by the help of Alix Vance that will guide and help you during this whole unit...she has also beter in her woman's rule...talking a lot.
The cutscenes, new caracters (include enemies) really add values to this opus and help really to minimize the fact that the gameplay hasn't really been improve and is still made out of the same bottle witch his a mix between search, fight and solve in a quite oriented gaming environment
No real new weapons of feature for our friend Gordon just some improvement. The mission is a little more cooperative to the fact that somebody is most of the time behind you to orient a little the gameplay...I'm still waiting for the automatic gun of Alix and hope we will be able to play with it in next chapter












Gameplay
--------------

Gameplay is what we have got before except that here, there is a kind of bigger orientation of what's the next step and this mainly through Alix intervention. There will be some special surprise in this opus and more psychology will interfere this time because you are now really part of this team that will save the world and also because you are the most relyable people to help them in this qwest.
On you qwest two new enemies (not taking in account this fast zombieguard bomber) are waiting for you one in the caverns another in those outdoor section both will make you life less easier and this is certainly another good point even if somewhere it nearly turn into a frustrating experience with that end battle to save the launch base...
 We can certainly regret that there is no new weapons and that in place of and inhanced car there wasn't something really new (moto, quad, truck...) but even if those small imporvment could felt a little disapointing it was certainly 10 times better than the new features of Episode one. We could have also hope for some weather changing but the rain or snwo wont fall during this episode.











In conclusion:

This is perhaps not a simple game with all it's feature but simply an new episode for a  well know game so the change are not really that important.
Still through some minor addition and change Valve really could add some additional value to a game that was really waiting for it after a little disapointing first Episode.
The fact that some external even took place in this one, that external intervention of team mate (Alix, Vortigaunt, Scientists ) orienting the gameplay in a quite enhanced designed environment makes from this mission a must have addon for all real Half-Life fan, Playtime was just good like this quite difficult end battle that nearly turns into frustration...the interesting ending just letting you brain full of upcoming hypothesis with has guidline Alix just let us hope it won't stay long before Episode 3 comes out. Don't hesitated  to get this game through steam  if you have the opportunity and just keep in mind that through a lot of  excellent custom maps and mods HL fans simply wanted to thank valve to have finally developped and interesting and enjoyable (through it's usable content) addon.




Playtime: 7 hours


Rating:





Monday, January 18, 2010

Too Many Crates for Half-Life 2

***New***



Level name: Two many crates

Author: Kyle AKA The Awesome Possum

Release date: 2 January 2010

Size: 13 059 ko

Number of maps: 1


website: None anymore


download at palnetphillip.com: here

Story

none behind you are just in a warehouse full of crates and you only aim is to break them, but pay attention there are some particular crates that can open well hidden place, you aim is simple just try to destroy all of them (1000)

Review :

I need to admin that after a first rush i just didn' t directly understand that you need not only to break but only to think what to do end when to brake, so I really after 10min wanted to stop this one...

Design

Even if the main objective in this map is to brake crates the author didn't only focus on it but also create an enjoyable 'crates depot' where you will need to walk arround pushing button to activate some chain transport or conveyor belt or transport colored box that have different use it's certainly not a big map but the way you travel through really makes you like it a lot the author also well squale the entire map and pay attention to those unreachable area, the well organized building with travel on 3 floors and small detail like the truck

Gameplay

We all like to smash those crates to find something behind but when you have so much to brake could it be also fun...the answers was for me without no doubt, after a second more thinking try: YES.
You hav really to think in wich order you will make you work and also you will fast find some special colored crates that have a particulary behavior and use of them magic, exploding, burning,attaking...

there is also some voice help in some case (not always from perfect understanding) and the motivation when you reach a certain amount of braking crates  travel through elevator or stair also is a question of personnal aproach  and will certainly increase you gaming time.

In conclusion: Regrading this special mission a too highly detailed review will certainly spoil a lot of enjoyement so there is anything to detail more just make you best through thinking and braking to reach those 1000 broken crates.



Playtime: 2 hours



Rating: A B C D E (87%)

Tuesday, November 03, 2009

Nuclear winter for Opposing force

***New***


Level name: Nuclear Winter

Author: Loki's mission (Mr White)

Release date: 15 July 2002


Size: 22 896 ko

Number of maps: 27


website: None anymore


alternative download:


Story
In the early 21st century the U.S. fight several anti-terrorist campaigns in the Middle East. Bickering in the world community over the morality of these campaigns eventually leads to the withdrawal of China and Russia from the U.N. Even NATO is divided and it soon becomes obvious that America's only real support comes from Great Britain.

In 2009 the league of Arab nations invade and occupy Israel. The U.S. and Britain come to Israel's defense but it is a struggle that will eventually be lost. China and Russia are supplying arms and troops to the invaders. Tactical nukes are used in the offensive marking the first time nuclear arms have been used in war since WW2. Six months later, India falls to Pakistan. The world is in a state of shock.

In 2010 Russia, China, Vietnam, North Korea, and the entire Middle East form the Eastern Alliance. They quickly expand into most of Europe, Asia and Africa. Since they possess a large nuclear arsenal plus most of the world's oil supply, no countries, including the U.S. are in a position to oppose them. A cold war sets in that would last for 7 years

It is suspected that the Alliance, headed by Russia is working on cloaking technology. It is rumored that they have discovered a way to bend light, making it possible to render things invisible, such as troops, weapons and even missiles. Despite their best efforts, U.S. scientists are unable to crack this technology.  This would prove extremely detrimental.

In January 2017 the Eastern Alliance launch an attack of cloaked nuclear missiles upon major cities and industry in North America. The U.S. is helpless as all but 2 of its retaliatory missiles are shot down. What's left of the free world watches in horror as Eastern troops invade American shores in an attempt to occupy the country. Even though most of the command structure has been wiped out, the Americans aren't just going to roll over. A fierce fight ensues that would last for months. This is where you come in. Corporal Adrian Shepherd, a soldier with grit and determination.


Review :

Intro: this is not the first try from Mr White in mapping I gave a some solid experience from a first pack review also on this blog called escape for Quake 2 to two interesting mission for Half-Life and a bunch of multiplayer pack and maps this seems to have been one, or even perhaps the last release. It has a good storyline, well interconnecting use of HL and OF and some custom content include music, texture and voice acting

Design: the mapping experience from the author is quite high already so you will find the best out here from outdoor to indoor places, with some interesting cutscene non repetitive expeirence without those hallways that get you boring, the use of custom texture and skyboxes, especially for the city part create something totally new, lightning is also really enjoyable like all those trigger effects that will happens while you progress. The experience really provide a well balance progression: barney will help you on some places on other you will need to travel to complex ,city, or even mountains without to forget to put here and there some well thaught puzzles also visualy enjoyable.

Gameplay is really well fitting with the design of the mod, the progression is mostly linear and oriented to combats with a perfectly placed ammo and health the experience is really immersing without causing any frustration even for the jumping sections and especially the radioactive one (second screenshot). All those cutsenes really add some breath to the mod and try most of the time to immerse a little bit more the player. Another interesting use of what can be implemented is the cooperative part with your squad ore some barney will help you out for your progression the minor flaws in that most of the time they just shine from a corner or a helicopter without any linking storyline.

In conclusion: Certianly the last release from Mr White that really use all the skill he has been implemented for arround 5 years to create this final opus. Even if everything is really enjoyable in this mod it's perhaps a little to classic regarding what came out the past 5 years and that's why it certainly deserve a 9 out of 10 but not more. I think it's still certainly one of the best mod for Opposing force


Playtime:2 Hours 30 minutes



Rating: A B C D E (89%)

Monday, October 19, 2009

Poll 3: would you like some build game related stuff reviewed here

the title was:

would you like to have some build game related stuff reviewed here ?


here are the result :




Not a great encouraging vote regarding the possibility to add build game, sothat I think people don't really care about and let me the choice to add them or not...my actual point of view is simple for the moment I don't have enough spare time to add classic review (like the one already present) so I will certainly in the close future not add those build games but perhaps this will get some evolution in 2010 or even after

I have also a quite mixed filling regarding both actual blog i'm taking care of:
first i'm pretty proud to have reach arround 5000 hits to my blog in one year (4000 for WWspmapcorner) I wouldn't thaught that so much people could pass by my blog thanks to all In addition to this 100 reviews have been added in arround 3 years witch is quite consistant
second i'm pretty disapointed by the fact I don't find enough spare time to play and review stuff this principaly because I actually more and more being involved into rally simulation and second that my private life also need some more attention than before if I don't want to ruin everything

I don't have any actual possible poll in mind to submit, but when I have one I will add it.

thanks for your visits

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%)

Thursday, September 24, 2009

Induction for Half-Life

***New***

Level name: Induction

Author: Hazard team
Release date: 1 August 2009
Size: 18 943 ko
Number of maps: 8

website: None

download: at planetphillip's page


Author's note

None

Review :
In this one you will like in the original game, take you first day for your new just at Black Mesa, there is no combat it's a more original approach not taking in mean the fact that an accident could occur and so evreything seems to be working well today at Black Mesa...is it really?

Design except for the last part really takes advantage of what was seens before in the original game (2 of the 8 maps visited comes from the original game) and certain addon that started the same way. There is no outdoor area and you will just travel to get you suit go to the test chamber en so on several event will occur to give you some side event. Design may look repetitive simply because the theme is one of the most visited in the Half-Life history but there are no major flows and the test chamber will add some new touch in the testing approach. All this experience comes with a lot of voice acting sadly in russian (witch for non native speaking may sound a little frustrating) but also with some under title in english that try to add a different spirit an especially brakes the strict ambiance found in the original game (this ones seems more like an actual research center were all people are working together without too much preasure). Gameplay is quite limited ther is no combat nor complicated puzzle it's simply your first day of work like in real life without any really bad surpise

In conclusion: his time the approach is different you'r on a classic day of work without no real bad surprise it's short sweet and is perhaps, I just hope, a first introduction to something more consequent to come.


Playtime: 30 minutes



Rating: A B C D E (74%)

Tuesday, September 22, 2009

Lost Coast for Half-Life 2

al***NEW!!!***



Title: Lost Coast

Author: Valve


Release date: 27 October 2005

Size: ?
Number of maps: 1



website: official Info

download: to get it just go to you HL2 steam folder and download it


General Info:


“Half-Life 2: Lost Coast, a single-player level custom-created to showcase High-Dynamic Range lighting (HDR) in the Source engine, is available now to all owners of HL2. As a technology showcase, Half-Life 2: Lost Coast’s system requirements are very high. During installation, Steam will prompt you if your system does not meet the recommended configuration. We hope you enjoy it.”



Review :
I never took the time to play this one before for to major reason (A bad bandwith connection and regarding the approximate size I wasn't that motivated to get it and most of the people had a mixed feeling about it and especially because since it was coming from valve as a techdemo everybody was hoping for something really interesting
This one was especially design to show dynamic lighting and for sure directly at start you have a wide open marvelous view a little submerged by the sun right in your ice you recieve a brief mission from an older fisherman and so starts your experience...Design is impressive causing my configuration (4 years old) to sufer from a drop in fps not dramatic but a little frustrating the climbing enhance the total view and lead you to the top village where your mission awaits you in a beautiful church where all the lightning effect shows it's advantage through windows
Gameplay is really simple: eliminate the combine protecting force, destroy the bombing system and escape back to the old fisherman through the special design of location and especially through the climbing combat, it may be a little enjoyable but this won't really add a lot of playtime (that can be spend on a more tech exploring qwest) to this quite short and easy experience.
In conclusion: after all those year this one doesn't really feel out of date but also I won't consider that waiting so long to play it was a shame. It was a little fun, provide some really good looking views but really felt too short in gaming time to let a memorable feeling.


Playtime: 20min



Rating: A B C D E (75%)