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Author Topic: HL2 Mod Mini-Reviews  (Read 10652 times)
The Rogue Wolf
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« Reply #120 on: May 01, 2010, 11:49:30 PM »

Due to your recommendations I am now downloading Human Error, and will play it until I collapse from exhaustion (I woke up at 6:45 this morning, thanks for asking!).

EDIT: ...wow. Just wow. The only complaint I have about this Mod is that the authors didn't know when to cut down the background noise so that we could hear the NPCs talking. Everything else? Friggin' AWESOME. Coherent story, excellent level design, fair voice acting (believe me, I've heard a lot worse) and awesome revisits from a couple of old Xenian friends (one of which got a pretty nice buildup and introduction). Definitely deserves that 5.
« Last Edit: May 02, 2010, 01:17:43 PM by The Rogue Wolf » Logged

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« Reply #121 on: May 12, 2010, 01:23:55 PM »

Human Error (Ep2) requires a 1.0.2 patch to play properly, and even features an authors’ commentary mode upon completion.
My download is the 1.02 version, so no patch need if you download from me.
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« Reply #122 on: May 26, 2010, 07:36:28 AM »

PlanetPhillip's Hunterville Competition has now been released, featuring 13 maps chunk full of Hunter goodness!! I'll be posting my reviews soon, but go ahead and get started.
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« Reply #123 on: May 27, 2010, 05:36:42 PM »

Part 60:  Lay Off the Sauce ... er ... Source!!
What many of these maps seem to have in common is ingenious use of the Source engine.

Substation starts as a fairly blaise “escape the cell” level that actually gains some momentum midway through this short, satisfying map. At one point, a pack of four Combine rushed me at once and actually killed me before I could backtrack – something that hasn’t happened for eons.... The highlight is probably the finale scene: a large, multi-level staircase around a broad central shaft. Combine are shooting at you from various levels and tossing manhacks left and right. Although the map lacks any sort of ending credit (you walk into the last room and just sit there until you ESC out of the map), and had a buggy door that I had to get past, it was quite good and better than I expected. 3.75 out of 5

Enthalpy (Ep2) is a mix of interconnected pieces with several interesting settings. The transitions seem to happen randomly while you’re walking through a level, and then transport you to another level where you must accomplish some task before finally transporting back. One challenging scene had you taking on three Hunters at once, several tasked you to collect certain “keys” to open doors, and the finale has you face off against the Daddy Antlion. Good job on this. 4 out of 5

Ghosts of White Forest (Ep2) amazed me with the author’s use of the Source engine. In this case, the author created two “realities” that you can shift between: in the ghost world, you can sneak past real world foes such as turrets and Combine, while having to fight against zombies. Basically, you go as far as possible in each world, shift to the other, complete some tasks, and then shift back. It was very clever and featured some good level design. 4.25 out of 5

It’s Mine (Ep2) modifies a roller mine to serve as an explosive device against many groups of Combine and, finally, Hunters. You must make you way through a multi-level apartment complex, taking out Combine, or sometimes physical features (walls, floors) with your only weapon – the mine. It’s a bit overpowered, so using it in a regular game wouldn’t really work, but for this short level, it’s fine. The only problem I noted was that if I shot the mine out of sight, I couldn’t get it back again, so you’ll need to hold on tight to it. 3.5 out of 5
 
The Sphere (Ep2) appears to be constructed by a new mapper, if the graphical quality and level layout are any indication. Basically the author has created a maze of streets and hallways that you must make your way through, with hoards of Combine and Antlion Warriors around most every corner. Ammo is plentiful, but where the author has actually gotten ambitious is to set the whole thing on a hillside, so that you must make your way up the hill to get to the end of the level. That may be the first time I’ve ever seen that in an HL2 map. However, this is not without consequences: I got bounced three times out of the map because there were too many vertices or whatnot on the screen. So, more optimization probably would help. Interesting enough for a quick play, I’ll give it 2.75 out of 5.

The Nathan Grove Compilation (Ep2) is an 8-level mappack (start with map “of_sewers_01”) that quickly runs you through some sewers, Ravenholm-themed town levels, and finally out the back door of the prison. It’s short enough to get through in 30-40 minutes and offers just enough gaming pleasure and puzzles to satisfy the HL audience. One or two of the levels seemed familiar but the author apparently joined them together for this compilation, and did a pretty good job of it. No real standout gameplay, but not bad overall. 3.75 out of 5

I did not play Pinball Wizard, but did review the video. The author has created a pinball machine using HL2 assets, but also adds in some unique scripting elements. Very, very innovative use of the Source engine.
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GreyMouser
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« Reply #124 on: June 09, 2010, 09:21:06 PM »

Human Error (Ep2) was giving me an error...Tongue
Now when I try to to play the mod I now get this 'error message'...

Engine Error
SetupArrayProps_R: array prop '(null)' is at index zero


Curious though, I had no problem when I first played the mod; but that was before Steam lasts several updates,(May 26, May 27, June 3, June 4), for HL2, HL2: Ep1, and HL2: Ep2
Luckily, I check the mod makers homesite and they were already aware of the problem and have posted a patch....onethumb
you can found it here........

...HLSSMOD.net-Downloads


............................. .smoking
« Last Edit: June 09, 2010, 09:55:50 PM by GreyMouser » Logged

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« Reply #125 on: June 09, 2010, 09:43:56 PM »

There was a fairly major update to the Source Engine games coinciding with their core titles being released on the Mac.  

Sadly, it also caused a lot of mods to suddenly stop working.

You can check here and see if any of it helps:

http://www.planetphillip.com/posts/get-mods-working/

Update:

I did a quick glance at andyb's post on that site and found the following 'fix' for your particular error:

Quote
Full quote of TiiM

Since the last update for the mod, a lot of things happened at Steam, first the SteamUI then the source engine 2007 and last of all, mod isn’t running. It keeps showing up an error

Quote:

setupArrayProps_R: array prop (null) is at index zero.

It can be fixed in the file GameInfo.txt by rewriting of the following values.

Quote:
FileSystem
{
SteamAppId 218
ToolsAppId 211
AdditionalContentId 420

SearchPaths
{
Game |gameinfo_path|.
Game |all_source_engine_paths|sourcetest
Game |all_source_engine_paths|ep2
Game |all_source_engine_paths|episodic
Game |all_source_engine_paths|hl2
}
}

Without these changes you won’t be able to launch the mod (This applies to most of the older mods for EP2, which use own server.dll and client.dll.)
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Jya-shu-a-kuun
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« Reply #126 on: June 09, 2010, 10:56:52 PM »

Joshua-kun....Boy are you quick!....brainshocked
After making that posting.....I thought, "Why not check the mod maker's site and see if there was any help there."....And...there was....Grin
So I download the patch; and then installed it. And it worked.....turnhappy
By that time, you had already made your posting...Kiss

One good thing about this happening is that I discovered my favorite HL mod is now in it's 3rd revision...Strider Mountian....Shocked
You can download Strider Mountain_version 3 at.....

....StriderMountain.com

.........or at........

....moddb.com- Strider Mountain_downloads

Thanks again, Joshua-kun, for answering my post so quickly and offering your help....
It's definitely worth keeping in mind if I have any problems with other HL2 mods or addons.....blinky


..........................smoking
« Last Edit: June 10, 2010, 04:34:52 PM by GreyMouser » Logged

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« Reply #127 on: June 10, 2010, 06:39:27 PM »

Certainly, good sir.  Wink
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Jya-shu-a-kuun
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« Reply #128 on: July 22, 2010, 07:42:36 PM »

Sorry it's been so long between HL2 reviews.... life in all of its glorious moments, I guess.

At any rate, I started playing PlanetPhillip's Hunterville Contest mod, and noticed something odd: when I went to start a new game, it only showed the first map as being "available". I thought I was supposed to be able to open any of them to play.... So I decided to go through it anyway, thinking that at the end of the map, it would warp me to the next contest entry. Nope. So I figured maybe I needed a fresh download. Which I did. Same thing.

So I went to another mod Mission Improbable 2, which I also thought was supposed to allow you to play either map. The first map shows it is available, but the second map is "grayed" out and can't be clicked on.

So I wondered if anyone else had this problem?? I haven't tried it yet, but imagine I can just use the "map ___" function on the console to go to each map, but still.... Could this perhaps be something that happened as a result of all the HL2 updates that Steam just messed up??
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« Reply #129 on: July 25, 2010, 05:35:11 AM »

So I wondered if anyone else had this problem?? I haven't tried it yet, but imagine I can just use the "map ___" function on the console to go to each map, but still.... Could this perhaps be something that happened as a result of all the HL2 updates that Steam just messed up??
I can't say I have noticed it, but others have complained about the HunterVille issue.  The solution is to go into the mods folder and open the HuntervVille/cfg/config.cfg in Notepad and on line 187 change it to:
sv_unlockedchapters “14″
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« Reply #130 on: July 25, 2010, 12:45:41 PM »

Thanks PP!!  onethumb
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« Reply #131 on: July 31, 2010, 07:10:26 PM »

Part 61:  HunterVille

A quick note to say thank you to all the readers of this post – you’ve given more than 10,000 views since I started this section almost exactly 4 years ago. It’s been a blast to do it, and glad you’re enjoying it!

PlanetPhillip’s HunterVille Competition is the best of his themed contests thus far, with the Hunter as the starring foe in each map. A total of 13 maps were entered, and gave me a good 5-6 hours of play time going through each. Some were amazing and most were good. For purposes of this review, I’ll rate them all in the same order that they appear.

Another quick note to say that I was unable to get the mod to allow me to play any map in order. Likewise, the maps wouldn’t automatically load into the next map, so I had to open them all manually in the console. PlanetPhillip provides some ideas above on how to fix this issue, but it didn’t work in my case.

Now, on to the contest entries!!

As the first contest entry, Hunter 1 is nicely laid out and feels like an authentic Combine warehouse. I noticed a couple of bugs on two subsequent play-throughs: a sniper on the second floor of the building that magically appears, and some Hunters trapped in a car bay. This entry was neither extremely challenging nor glamorous. 3.5 out of 5

Lobster is a multi-tiered map that requires you to turn on the power in two separate areas to open the exit. Hunters and Combine are prevalent to prevent you from accomplishing the task. Nicely done. 4.25 out of 5

Hunter Mountain is a bit boxy, with corridors/tunnels connecting each square arena. The author uses zombies, a roomful of Combine and four Hunters at the end. Layout needs significant work to be interesting, but the firefights are pretty tough. 3 out of 5

Greenhouse is one intense map!! First, you’re trapped in a creepy, overgrown greenhouse, and then you’re swamped with successive waves of hunters. And then, just when you think it’s over .... Very nice and my second favorite entry. 5 out of 5

And Combine Den is my favorite entry, and apparently the overwhelming favorite at PP. The author has meticulously crafted an opening scene of a city from the top of a Combine Citadel – I just watched for several minutes, and noticed Gunships flying by, a train passing, and several Monitors in the air. The opening scene provides a great start to what is probably the best Citadel-themed map I’ve played since Episode 1. As you make your way through the Citadel, you face many Combine, but the last map is a huge arena that requires you to take on and evade dozens of Combine troops and many Hunters. Supposedly this map is going to be part of the next Eye of the Storm release. Well, if the quality here is indicative of the rest of that mod, then I can’t wait! 5 out of 5

Venatical is a four-map extravaganza in the style of Portal. You must pass through five test chambers before finally escaping from the facility. The tests are mostly fun and all different, although the final arena map had a major slowdown issue for my computer – perhaps too big with some leaks?? Otherwise, this mapset is one of the top entries for me. 4.5 out of 5

Outlands takes place in two gorgeously designed environments. First, you emerge from a cave into an outside valley, where you must lower a gate to proceed. Unfortunately, a good six Hunters stand in your way, requiring strategic thinking. From there, you enter a huge underground cavern, with makeshift bridges and hanging structures allowing access to the far side. Finally, to exit the facility, you’ll have to solve a few puzzles and of course get past a number of Hunters. 4.5 out of 5

Dave is located in the White Forest area and opens into a huge outdoor arena with successive waves of both Hunters and Combine. It looks pretty, but is average gameplay at best, and doesn’t close the map after the last wave ends. 3 out of 5

Industrial Distress is located in a large storage warehouse. The two maps are nicely designed, and the final arena gives you plenty of maneuvering room for the six or so Hunters that will come after you. However, after the challenges provided by the last few entries, the design of the final arena actually makes it too easy to win, with lots of explosive barrels to take out the Hunters. To finish the map, jump in the buggy. 3.75 out of 5

Day of the Hunters provides a huge kick in the adrenalin, starting with a scripted event in an enclosed courtyard, a battle with a Hunter in a tight hallway, and another courtyard battle with three Hunters. Although very short, this map was very exciting to play. 4.25 out of 5

Industrious takes you into the bowels of another Combine facility to do some damage and then escape. Several layers of elevators take you deeper into the facility. The design is okay, but perhaps not Combine enough, in some ways. The Hunter fights are almost an afterthought that you can almost run past. 3.75 out of 5

Sewer is easily the worst of the contest entries, with blocky rooms and no real design process. The pair of snipers who pound you in the first map are impossible to evade, and I had to enter God-mode to get past them. Then you enter a room full of silver train cars all stacked together.... Finally two Hunters bar your exit. Normally, this would be a map I’d encourage you to pass on. 2.75 out of 5

The final entry is Toxic Compound, which PP did not like, but I actually did... go figure. This map was so challenging that I only managed to limp to the exit with 9 health. Set in a lab complex, the author requires you to do some crate-stacking to get through the first section. Then he plays around with the lights so that you can’t use your flashlight and can only rely on the ambient light, which brought some scares. Finally, you enter a multi-level car lot, and must make your way up each level while a good dozen Hunters and numerous Combine pin you down. Overall, this map provided plenty of excitement. 4.5 out of 5

So that’s it – a great set of contest entries, and my thanks to all the map authors, and especially to PlanetPhillip himself for sponsoring the contest!!
« Last Edit: August 05, 2010, 08:48:34 AM by bobdog » Logged

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« Reply #132 on: August 29, 2010, 06:02:16 PM »

Part 62:  No Use For a Name
The past month has actually had an uptick in HL2 releases, and some amazing standouts that should qualify for map/mod of the year.

MODS:
Slums 2 Extended (Ep2) – I didn’t play this version, which basically just enhances some features, textures, small map redesigns, etc. I liked the first version quite a bit though.

SEMI-EXCLUSIVE!! Red Avenue is a puzzle, find-the-key mod, with no shooting involved. It definitely requires you to pay very close attention to your surroundings, but flows logically (i.e. find key – open door; turn off power – open gates, etc.). Level design is spartan but seems to employ a few new textures in a subway setting. The overall atmosphere is kind of creepy without being gory. Note that you’ll need to combine two downloads. 3.75 out of 5

Mission Improbable 2 (Ep2) includes the first map in the series, which was just as delicious on the second play-through. The second map continues the trend with scenic views, hectic firefights, and a unique form of travel to get over a destroyed bridge. Just beyond, a Rebel base implores your assistance to serve as a diversion so that they can evacuate to a safer location. After a brief sojourn in some tunnels, you’ll emerge into another gorgeous valley and some extremely intense Hunter battles. Unfortunately, we haven’t made it to the huge Combine facility you see on the other side of a railroad track ... but there’s always next time. 5 out of 5

Mike Anderson Level Test (Ep2) is an impressive jaw-dropper that excels from its first gorgeous scene overlooking an enclosed harbor, and expands into an underground cavern. Though consisting of only one map that can be completed in 10-15 minutes, level design is tight and offers a variety of gameplay and unique scripted elements. I would love to see this as part of a larger effort. 4.75 out of 5

Wilson Chronicles Demo is an ode to the original HL, taking you back to Black Mesa as an army grunt. The demo is only two maps but features a slew of new textures, skins and weapons. You’ll get to face off against hound-eyes, army grunts and other familiar HL1 foes, although the difficulty is significantly ratcheted up, perhaps by a whole level (i.e. easy is normal; normal is hard, etc.). Level design is typical Black Mesa corridor crawls. As a demo it succeeds in giving a taste of what a full mod might accomplish, and I’m generally impressed. 4.5 out of 5

The Escape (Ep2) throws a variety of trial-and-error events at you, sort of like how Portal’s chambers did, but it’s neither fun nor well-designed. Mapping is below average. 2.75 out of 5

On A Rail Remake (Ep2) is ultimately a failure – there’s no action and the track simply doubles upon itself. Further, the train cart’s textures look like they are from the original HL1. You don’t need to return to Black Mesa that bad – skip this one. 2.25 out of 5

Nightmare House 2 (Ep2) is the most impressive horror mod ever developed on the Source engine. Though overly repetitive (approach locked door and await event before door opens), it manages to eke out a fine line between horror and humor. Yes, the story rips on FEAR’s Alma, but the author should be congratulated for at least forming a fully realized storyline, backed up by good to great vocals. And the scripting that the author has accomplished within Source are nothing short of brilliant.

The game starts with a “prologue” that is actually a heavily revised version of the original Nightmare House, now built with the Ep2 engine. The action is much tighter and provides a creepy introduction to the rest of the mod, with strategic use of lighting, sound and visual effects. Proceeding into the actual NH2 maps, you’ll awake in an asylum that has gone awry. The new models, enemy skins, weapons and creepy atmosphere offer scares aplenty, as well as some serious firefights. This mod will not appeal to everyone, but I think the author has developed one of 2010’s best mods, and perhaps the best HL2 horror mod ever. 5 out of 5


Ep2 MAPS:
SEMI-EXCLUSIVE!! Rebel Base – pure shite 1.25 out of 5

Light Pollution (Ep2) uses many bright new textures, but the mapping is oversized, and as a result is discordant to your eyes. Level design is simple but the difficulty seems appropriate. 3 out of 5

Enthalpy 2 (Ep2) is heavily puzzle/search-oriented, but has several meaty firefights with Combine, Hunters and zombies. Level design is suitably sewerish, but doesn’t provide much wow factor. I had an issue on the finale battle with a “vertex” error when I played around with the mines, but if I went ahead without their use, nothing happened. A pretty good map. 4.25 out of 5

Canal Run (Ep2) is a discouraging affair – you get the buggy to drive through canals, but the too-tight level design means it is just about worthless. Further, I got an “AI Disabled”  note after reloading the map all successive times, so I finally just God-moded through it. Gameplay ends too quickly for any satisfaction. Interestingly, PlanetPhillip notes that this game won a mapping contest on Facepunch.com. 3.5 out of 5

Now Mountain Caves (Ep2), on the other hand, should have been the true winner in the Facepunch contest. You start on a mist-covered ledge overlooking hills and valleys into the distance. It’s quite gorgeous, really, and something even Valve hasn’t achieved. And when I say this map is as good or better than a Valve map, I’m not kidding!! The path leads you up to where a firefight between Rebel and Combine forces recently occurred, alluding to some “bad” things ahead for you. Sure enough, advancing down the path, you find the shells of a dozen-plus headcrab rockets dispersed throughout your path. Things get even sketchier when you move ahead ... let’s just say I was surprised and amazed at how the mapper pulled a couple of tricks together to make your route longer than normal. My only complaint is that we didn't really get to be part of the impending battle royale, but perhaps the author can address this small quibble in a sequel.5 out of 5


VANILLA HL MAPS:
Citadel is a bit buggy and is still non-textured, showing the orange and white Source code. 2 out of 5

Platoon is short but not badly done. As a Combine leader, you must direct your troops to clear out a Rebel house, while proceeding on a one-way path through lots of zombies. 2.75 out of 5
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« Reply #133 on: September 02, 2010, 01:53:11 PM »

Part 63:  I’ve Got Issues....
This review clears up some of the outstanding mods I didn’t get a chance to include last time, all of which have some out-of-the-box issues to get working properly, so I opted to post them separately.

Deep Resonance (Ep2) is a hefty 500MB download through MegaUpload, but requires you to replace the gameinfo text and the use console command "buildcubemaps" before playing. Honestly, it’s not worth it. The author says that Valve’s continuing updates have muffed up his creation, and I can understand that to a degree, but I also think the way he created the maps is largely at fault.

Example 1: the first map where you take control of the character is a large square full of destroyed buildings, but there is nothing to interact with, so you’ll have to use the console to move to the next map, and then Impulse 101 your suit and gear. Example 2: the next map is semi-playable, but the author has employed a new interaction with doors: rather than simply building a series of connected rooms that you open a door to each section, the author has you touch a door and then you “appear” in the next room. In actuality, using noclip you can get outside the map structure and see what he’s done – the author has built a series of “rooms” within the overall map, such that when you hit the door entity, it takes you from one of these “rooms” to another “room” elsewhere on the map. Why he didn’t just build one large building, I’ll never know, but it can’t be efficient.

The author has obviously put a lot of effort into this mod, which is some 8-10 maps in total, but if all his maps were built the same way, I can see how the Valve updates might have unhinged them and made them not work correctly.

Even if it were in working condition, I still wouldn’t recommend playing it, as it is just too poorly developed. Maps are slightly detailed but seem out-of-focus. Enemies feature some new skins but recycle the same sounds as HL2. Voicework is present, but hard to distinguish. The whole thing just needs to be tightened significantly, in so many areas. 2.75 out of 5

SEMI-EXCLUSIVE!! Swarm also was affected by the recent Valve updates, but does have a work-through. The mod introduces a new type of game-style, sort of like if HL2 met Counter-Strike. You pay for weapons to start one of the three maps included, and earn dollars for each Combine you kill. Map layout was in the MP-style, with lots of loops back to the central focus. Not really my type of gameplay, but at least the author has attempted something new and different. 3.5 out of 5

Finally, we come to Library of Leaks, which had a download initially listed on PlanetPhillip that was then removed due to some complaints from other mod authors. PP was correct to remove the download if there is any conflict in authorship, but I did download the file before its removal, and have subsequently played it. The mod is supposed to be either a modified version of the leaked HL2 alpha files, or attempts to recreate some of the areas found in Valve’s “Raising the Bar”. Interestingly, one other mod maker is already doing something similar --Missing Information -- which I have previously reviewed.

The mod features 21 chapters of various length and quality. Some are simple levels, while others are multi-level maps, although none of them transition to the next chapter. And some levels have been featured previously in efforts such as Missing Information – notably the Borealis and one within the Depot level – which I believe is the current source of contention. But I’ll highlight a few maps that stood out for me.

Chapters 2 and 3 feature different versions of the Air Exchange – the first map is not especially optimized for play, but the second arctic version has some decent gunplay. 2.5 out of 5

Chapter 4 features a quick firefight among the sewage canals. 3 out of 5

Chapter 5 offers no gunplay but shows an arctic base, with the Borealis trapped in the ice.

Chapter 7’s Citadel is a far cry from what Valve finally ended up with, but features weird Combine architecture and layout, and some serious gunplay as you climb all around the structure. 3.25 out of 5

Chapter 10 is quite lengthy and takes place among the sewage canals. Parts of the map are quite familiar from the final game, but there’s enough different stuff here to keep you occupied. 4.25 out of 5

Chapter 12 – Vertigo – is another lengthy and impressive journey from the top of a skyscraper down to the city streets. According to Raising the Bar, Gordon Freeman’s initial path in City 17 was supposed to take him on a roof-top chase among the heights of the city buildings. This level includes some nice mapping. 4 out of 5

Chapter 13 presents a gritty, dark city district, but ultimately, there’s nothing to do other than walk around. I think this was supposed to represent a district where humans toiled for the Combine.

Chapter 14’s Dock Assault is poorly optimized, but has you face off against 50+ Combine. 2.5 out of 5

Chapter 15 requires you to free Eli from a Combine base, but just as you get started, it’s all over. 3 out of 5

Chapter 16 is a different, more playable version of the Wasteland Depot found in an earlier chapter. It features three maps: the first is outside the depot, where you must make your way near the entrance (and the level change just occurs), into the bowels of the depot to open a security door (and another level change on your exit), and finally through a prison complex. It’s certainly a longer play-through, but not all that exciting. 3.5 out of 5

Chapter 20 is set in a zombie-filled warehouse, where you must get to the top of the building and then rush back outside to the exit. 3 out of 5

So overall, not a great quality range for the complete effort. If these really are just cleaned up versions of the leaked alpha, then Valve should be thanked for not releasing them to their fans. And honestly, you’re better off not playing this either. OVERALL SCORE: 2.75 out of 5
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