![]() My only bad criticism about level design is for that small Xen section at the end. The author created some very neat levels without too much brushes, thus keeping the r_speeds low at all times. Throughout your adventure you’ll see lots of scripted sequences, challenging and fair enemy placement, puzzles at the right times and enough item placement – all in familiar Half-Life environments. So if you are looking for some new ideas in custom levels, you won’t find it here. Despite the last four maps, the author clearly tried to emulate original Half-Life maps – in terms of level design and gameplay. So, after the one and only disappointment about the pack, let’s come to pros. There’s virtually no storyline throughout the game apart from the epilogue from Gordon’s point of view at last scene. ![]() ![]() ![]() You are captured by the grunts and dumped into some kind of sewer system. The game opens with a brief cutscene and according to that you’re in another part of Black Mesa, 18 hours after the disaster. This article was written for Alejandro’s Mapping Center back in September 2003, thus to my best guess, can be considered a Syndicated Review…įrom another first time mapper, Germano Guerrini, comes this 10-map pack and unlike most first releases it features tidy and nice design, low r_speeds and enjoyable gameplay. Here’s my review of The Long Night, one of my all-time favourites for Half-Life.
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