Wednesday, September 19, 2007

Amari Aliquid for Q2

***NEW!!!***


Level name: Amari Aliquid

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

Date of release: 21 October 2001

Size: 2 386 ko

Number of maps: 6


website: here

download: At author's page

alternative download:



Description:

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


Story:

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

Review :

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

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

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

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

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

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


Playtime: 2 Hours


Rating: A B C D E (96%)





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

enemies ____objectives____ secrets______

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

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

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

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

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

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


not really good in finding secrets


Wednesday, August 15, 2007

Problems

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

Update will come soon

Tuesday, July 24, 2007

The Cage for Half-Life 2

***NEW!!!***

Level name: The Cage

Author: Bill Adams

Date of release: 26 March 2007

Size: 2 711 ko

Number of maps: 1



website: here


download: here



Story:

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


Review :



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

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

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



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



Playtime: 20 minutes



Rating: A B C D E (71%)

Monday, July 09, 2007

The Heist for Half-Life 2

***NEW!!!***


Level name: The Heist

Author: Josh Black

Date of release: 06 March 2007

Size: 3 605 ko

Number of maps: 1



website: here


download: here




Story:

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


Review :

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

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

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

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




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



Playtime: 30 minutes

Rating: A B C D E (78%)

Wednesday, June 27, 2007

Omega research facility for DOOM3

***NEW!!!***


Level name: Omega research facility

Author: Danny 'Ice Weasel' Robinson

Date of release: 19 juin 2007


Size: 53 987 ko

Number of maps: 2



website: here

download: here

Story:

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

Review :

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

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

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

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



Playtime: 1 hour 15 min




Rating: A B C D E (84%)

Tuesday, June 12, 2007

Mr Deathwish Part 2 for Half-life 2

***NEW!!!***


Level name: Mr Deathwish Part 2

Author: Aro Aarponen

Date of release: 07 March 2007

Size: 13 923 ko

Number of maps: 4



website: here

download: here

Story:

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

Review :


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


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


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

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


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


Playtime: 30 minutes


Rating: A B C D E (74%)

Monday, June 04, 2007

Reclamation for Half-life 2

***NEW!!!***


Level name: Reclamation

Author: Mike Pankratz

Date of release: 13 July 2006

Size: 5 268 ko

Number of maps: 1



website: here



download: here

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

Review :

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

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

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

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



Playtime: 20 minutes


Rating: A B C D E (77%)

Thursday, May 31, 2007

Breakdown 2 for Half-Life

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

Level name: Breakdown 2 : Afterward

Author: Pavel Koten

Date of release: 27 July 2003

Size: 15 950 Ko

Number of maps: ?


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

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

Story:

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

Review:

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

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

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


Playtime: 2 hours




Rating: A B C D E (84 %)

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




Wednesday, May 16, 2007

Saving Bob for Half-Life

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

Level name: Saving Bob

Author: Bastian 'Randomerror' Van Gistel

Date of release: 30 June 1999

Size: 3 558 Ko

Number of maps: 4


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

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

Story:

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

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

Review:

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

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




Playtime: 1 hours


Rating: A B C D E (77 %)



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


Tuesday, May 08, 2007

Omicron I for DOOM3

***NEW!!!***




Level name: Omicron I


Author: Gabe Sheets


Date of release: 27 December 2005

Size: 4 937 ko

Number of maps: 1



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

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


Story:

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


Review :

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


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


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

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


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



Playtime: 20 minutes




Rating: A B C D E (82%)

Wednesday, May 02, 2007

Someplace Else for HL

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


Level name: Someplace Else

Author: Adam Foster

Date of release: 9 October 2002

Size: 2 394 Ko

Number of maps: 1


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

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

Story:

None

Review:

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

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

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



Playtime: 1 hours



Rating: A B C D E (93 %)



Thursday, April 19, 2007

Dwell SP for HL

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


Level name: Dwell Single play

Author: Brenda Ellen Perdion

Date of release: 15 March 2000

Size: 10 782 Ko

Number of maps: 6


website: http://nike.planetquake.gamespy.com/

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=146056

Story:

Yea, the Black-Mesa freaks were hanging around that house on Mountain-View Road again. I wish I had the money they paid-out for-that thing.
And if they're there, something's going on. They're not saying much, but yea... I think you're right. We were at the bar last week and a few of them were there, and the were h a m m e r e d. but they seemed really shaky... -just staring into nothing.
I can't believe that anything could have THOSE people worried. They say some weirdness is happening at the dig under the house. I think they been working underground too long in that "r e s e a r c h facility" of theirs, I think it's more of a "complex" if you know what I mean.
You know... they... built-that-place... right near 2 Reservations. ...Maybe the "Old Ones" are back from the dead and are whispering "sweet nothings" in their ears... -wait-wait no -wait, maybe they are being visited by "al--i--ens".
Anyway, I am not helping you, you're really nuts! Look, you stole a gun and some equipment... that doesn't mean that you can walk right in there like you own the place, and what? -Just show up for work one day?
"Hi, I am new here -where do I go for training?"
I'd like to see that!
And I haven't forgot the "incident". If you end up in jail this time, don't tell them you know me! I respect you for trying, but of all the things you have pulled this has to got be the craziest
Hey if you're NOT in jail lets go climbing... -and bring some lights I think I found a entrance to a cave.

Review:

Dwell single player is a special experience that was released 7 years ago. The Author, Brenda EP, shows through this map a really high quality in design that is mostly noticeable in the starting house.
After the starting house, you’re going to make your way through caves, catacombs, sewer pipes,…in a more than dark ambience (this prevents the mapping quality from appearing). And without any well though puzzles. Way of progression is not really obvious and could even be quite confusing in some places (I got lost there for a couple of minutes). Aliens races are most of the enemies you are going to encounter whish will be challenging since you have not a lot of choice in weapon, except at the end open air zone. Despite its dark ambience, and it’s sometimes confusing way to progress, this pack is really enjoyable.

In conclusion: After visiting a beautiful textured house in the first part, you will be confronted, in a slow but progressing visit, to a huge complicated cave maze (labyrinth). This will lead you (with some pleasure) outside (on a dark evening) in order to kill some grunts. You are there close to the end…which is unfortunately lacking. BTW an enjoyable experience if you do not hate dark areas


Playtime: 2 hours
.
.
.
Rating: A B C D E (77 %)



Friday, March 23, 2007

Catacombs : Part 1 for Half-Life

***NEW***

Level name: Catacombs: Part one

Author: Silent Rain aka 7Azimuth

Date of release: 4 avril 2006

Size: 2 202 Ko

Number of maps: 5


website: none

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=154210

Story: none

Review:

This is a not so old release for Half-Life, it really remembers me the catacombs levels from RTCW and even if the ambiance especially sounds where a little lacking, I enjoyed it enough to make a small review of it

Design is correct but not really atmospheric, quite logic if you are in a cave: huge walls with same texturing making a sort of underground maze, texturing is repetitive and mostly straighforward so you couldn't really be lost... in some place you will encounter tombs, blocked passage or even see Barney runing (which was a little trilling) ambiance is quite dark but misses without no doubt more sounds and 'zombies' effect (like taking away sientist by holes).

Gameplay is quite basic some little puzzle quite easy button push (when it's a little hard there is an arrow...) to make you progression but, like in RTCW you can try to find secret places (5 to 6). Fights are limited to some zombies and headcrabs...hunting for weapon is not necessary but will make it easier.

The ambience is correctly set together but misses more sounds and traps or short scenes showing 'accidents'. What has also to be noticed is that situation are too static (all seems to have happened shortly before you arrive but you'll never face a real accident)
This is actually only part one and I really hope to see a sequel in the future.


In conclusion: A quite honest release with all put together an average construction that is highlightened here and there by some good idea (barney running, secret places).



Playtime: 20 minutes

.
.

Rating: A B C D E (62 %)

Thursday, March 15, 2007

UAC maintenance Department for DOOM3

***NEW!!!***



Level name: UAC Maintenance Departement

Author: Eric Stenborg

Date of release: 25 september 2004

Size: 3 102 ko

Number of maps: 1



website: http://www.stenborg.us/doom3maps

download: http://www.stenborg.us/doom3maps/maps/maintdept


Story:

There is no real story behind It's just like if you were working in a maintenance department on a new Mars base and something when wrong. Your main objective is to find the escape port


Review :

First of all it's a quite old release back in 2004 and is part of the 20 first maps released. Taking this in account and the fact that all community grew and update a lot the way of mapping till then, this map should really be looked in a way the author has high potential of developping stuff.

The General Design of this release is certainly above average there is a good use of texturing (well mixed), squale is ok and general ambiance is not only focus in one theme but visit cotrectly the design of a complex. It's perhaps a little too dark (but it's part of the ambiance and gives more power too traps) and certainly miss some cutscenes or a more gore feeling buy travelling trough places where mess has put everything incide out.

Scripting is slightly present trough launch screen and pda use bot lack perhaps some more key hunting or activation panels.

Gameplay is well fitting the release increasing difficulty with progression and give the player some 'arena' fight that is part of doom history.


In conlusion: for a first release from the author it really got eveything to create an enjoyable release. Well worth to be tested.



Playtime: 20 minutes



Rating: A B C D E (72%)

Saturday, March 10, 2007

Lost Facility for DOOM3

***NEW!!!***



Level name: Lost facility

Author: Robert 'BJA' Hodri

Date of release: 27 july 2006

Size: 59 209 ko

Number of maps: 3



website: http://www.bja-design.de/index.htm

download: http://www.bja-design.de/images/d3maps/lostfacility/bja_lostfacility.zip


Story: None

Review :


This is the second release from the author according Doom 3 (for the other check Genetic Review) and like the first one it's really a recommended release.

This time Robert create a 3 maps pack that include an immersive intro cutscene. Architecture is even better as in Genetic and crafted in a intense and solid concrete building that doesn't include a lot of dark area (always a good way to hide a little the architecture failure). It's so huge that you sometimes ask yourself 'did i already past here?' Texture and items are well place all over to make realism even better only doors bother me a little (DOOM3 steel door in a concrete crafted building look foor me a little out of context). Progression is straight forward and there is no real forward-backward moving through the complex, you will just revisit place by door that are
unlock.


Gameplay is perhaps not enough challenging (but i highly enjoy this choice since i
don't want to reload 10 times). Puzzle are smart and easy to understand and in this
way (challenging and easy'puzzles') you will easily rush through this huge compilation is less than 1 hour.

Is there anything to complain not really except those door mentioned before (but it's just my opinion) and the unfishinished place monsters came out (if monster come from a vent which was not created like it should but just like a square box behind it, it let a feeling of unseable detail don't have to be drawn whish is sad). Also perhaps, except the end boss, the not enough challenging gameplay.

In conclusion: Like Genetic, this release is another eye candy you should miss, even if the gameplay through puzzle and action could have been more polished, it's defenitly another 'BJA' recommended experience you should try.



Playtime : 40 minutes




Rating: A B C D E (86%)

Monday, February 26, 2007

new link

I recently decided to add some review for the let's called them WW2 game release (so map for all version of Call of Duty and MOHAA)
If we consider Sp map corner as a place where we can see covering of most games that are related to science-fi and so to planetphillip, i thaught it was better to not mix WW2 and Sciense-fi.
If you're interest there is a link in the right toolbar called only for ww2 sp campain

if you want to add the link in your favorite : http://ww2spmapcorner.blogspot.com/


any suggestion or comment are welcome.

Tuesday, February 20, 2007

Abestos for FarCry



***NEW!!!***



Level name: Abestos

Author: Andrea & Davide Ranchetti

Date of release: 29 June 2004

Size: 5 702 ko

Number of maps: 1

website: -none-

download: http://farcry.filefront.com/file/Abestos;36948

Review :

This is my first try at Farcry Release, and i didn't really choose the best out of there. There is no storyline for this release it's just a shoot to progress mission with no objective. The mission just will lead you from place to place across three islands where you will need to eliminate all kind of enemies.

Design is below average, object are just put together in some place in a kind of atoll place consisting of 3 small islands first place is flat with quarters, miradors and other 'just put into stuff', when all enemies are out (pay attention that due to the fact there was not attention to frames per seconbd display several enemies does not always appeas) you will take a boat to the island you choose next (the ones in front is only consisting of non human enemies from all kinds) the last island being the best designed one (far away from a great designed map) where AI doesn't always react to your presents... I suppose the end is when you have kill all living entities.

In conclusion: without using some scripting and just putting things together doesn't offer a enjoyable experience. this release make me thinks to a lot of maps that where created for Duke Nukem with no archtitecture, oversize design and just being a killing feast. The only good thing for me is that the author understands basic tutorial that need to be use to create a map but didn't make any effort to create something consistant.





Playtime: 30 minutes







Rating: A B C D E (30 %)

Monday, February 12, 2007

Killing Shift for DOOM3

***NEW!!!***



Level name: Killing Shift

Author: GodMode

Date of release: 25 January 2007

Size: 3 007 ko

Number of maps: 1



website: -none-

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=355641


Review :

Like the author tell in the readme file he builded the map in a classic Doom style. And this is really the case progression is streight forward with a mix between key hunting and monster killing.

Design is average with in some place perhaps to much details, link between places is well constructed with a good use of texturing, progression is quite easy and mixed between theme visited make the map a good enjoyment to play through. Architecture is perhaps a little to flat but provide a realistic outdoor and indoor environment.

Gameplay is well balanced, challenge is increasing with the progression and make it harder when you reach the end. Enemy placement are correct but could perhaps use more traps and ambushes. Ambience could have been anhanced by better use of lightning (quite good in the first part) and sounds (not enough present)

In conclusion: The author shows through this release that he manage to use in a good way the editor. There is still a lot of thing to implement in order to create a great doom3 release by, fpr example use of small cutscenes, more atmospheric architecture and certainly intercommunication through PDA. Even if the map could be rate as average since it produced a correct gaming experience i suggest you to play it to make your own opinion




Playtime: 30 minutes




Rating: A B C D E (66 %)

Thursday, February 08, 2007

Trite Breeding Facility for DOOM3



***NEW!!!***




Level name: Trite Breading Facility

Author: Thearrel 'Kiltron' McKinney

Date of release: 29 May 2006

Size: 25 895 ko

Number of maps: 1



website: http://meanarena.planetquake.gamespy.com/

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=187411


Review :

For this mission you are send by a teleporter to a place where once more some scientifical experiment went wrong. You are send to the place to see if there is still something that could be done to clean the place.

Design is in this one a great surprise, All the area you will explore are massively created but never too repetitive (most great arena you will enter have quite the same feeling comparison between schreenshot), it's really a flash in the eyes how great it was put together. You are going to travell in a well organize way through the facility (from center place to vent 1 then get back to center place to go in vent 2 end after getting back to the main area for the boss fight before escape) progression is so linear but not in a linear way (forward-backward) if you know what i mean.

Gameplay is quite on the upper ranking providing weapons and ammo in the good place and not with overall profusion (health supplies goes in the same way) enemies placement is quite logic but also oldscholl (hard attack from different directions at the same time) and create an experience where too fast saving isn't the good solution. the whole experience is perfectly balanced and increase the gaming time without any frustration. there is no bug except perhaps the pain it takes to access vents (jump-crouch-forward...).

Ambiance is perhaps the only thing which disappoints me a little in this release, there is nearly no scenario that support you progression (through PDA for example) you are sometime in connection with you radio but for one of the place it seems quite interesting (control room with spider queen) the environment sound masked nearly all the conversation, most traps are way to predictible and not enough trilling (except the short attack moment after destroying the two cores) . Ambiance sound, lights effect and power failure trick could have certainly add something in this way.

In conlcusion: this release is a great piece of artwork quite atmospheric that just missed a small attention to general mission and ambiance to create perhaps a map part of the top 3 best DOOM3 release... it is still without no doubt part of my top 10 D3 map !

Playtime: 2 Hours



Rating: A B C D E (84%)

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