CGS - Forums

Please login or register.

Login with username, password and session length
Advanced search  


Pages: [1] 2 3 ... 10
 on: May 22, 2018, 04:28:55 PM 
Started by Puritan - Last post by Forge
16 December 1998
Peter Kucera

An island prison styled map.

The map consists of a divided courtyard, a sewer system, and a terrace with multiple doors. It's a basic map in detail and design; pretty much just a series of single rooms around a large hub. It has a few sounds, simple wall shading, and minimal amounts of architecture. It's not completely devoid of ambience, but there's not a lot to give it depth either.
The draw of the level is the puzzles. Each room has it's own unique puzzle to solve, whether it be a math problem, weaving through a maze of tripmines, or just simply figuring out where it's safe to walk. The reward is a switch which opens the next room and the next puzzle. Keep an eye out for other clues along the way which provide a letter to the huge alphabet button puzzle at the end. If you get stuck, the name of the map is the final clue. More fun than algebra.

Overall I'd give it a 79

 on: May 17, 2018, 03:51:01 PM 
Started by Puritan - Last post by Forge
David Sorensen
7 December 1999

An underground EDF rocket launching facility.

There's nothing too fancy or over the top in this map. It's pretty minimal with its texturing, detailing, and architecture. It may be a bit basic in the aesthetics, but it is pretty clean in its construction, and the author makes use of ambient sounds. The only real down-sides are the short length and the abrupt ending.
Game play is a straight forward key card and button hunt. Nothing's hidden or out of the way, and the only hitch in flow is figuring out which door in the main hallway unlocked. Since the doors are fairly close and half of them have colored locks, it's not rocket science finding the opened portal. Duke starts out minimally armed and has to fight a few enemies until the armory room is achieved, afterwards the balanced is tipped in Duke's direction. Especially if the secrets are found.
There are only a few kinds of aliens present to put up resistance, but they're well placed, and the few spawns compliment them instead of being annoying ambushes. More fun than carbon monoxide poisoning.

Overall I'd give it a 78

 on: May 16, 2018, 09:50:09 PM 
Started by Pigsty - Last post by Puritan
Outbreak can't be downloaded because the download link is broken. Can it be fixed or is it lost forever?

You're right, the link was broken.
Should work now.

Thanks  :)

 on: May 16, 2018, 08:59:58 PM 
Started by Pigsty - Last post by Pigsty
Outbreak can't be downloaded because the download link is broken. Can it be fixed or is it lost forever?

 on: May 16, 2018, 03:55:23 PM 
Started by Puritan - Last post by Forge
Steven Hagg (Albin Andersson)
11 October 1999

Dukematch city level whith a statue, a bank and some shops. 2 or 3 players recommended.

 on: May 14, 2018, 03:36:43 PM 
Started by Puritan - Last post by Forge
Indiana Duke
24 September 2011

An underground cave system with an alien hive.

The level contains two primary sections; caverns with an occasional mine-shaft element, like support beams, and an alien base with hive elements, such as a human woman processing room and an egg hatchery. Other than some sector-over-sector hall-of-mirrors glitches in the main large cavern the map looks pretty good. The texturing and shading are done well, and the architecture is nicely constructed.
The layout and design are decent for the most part. The primary method is to present the player a forked path; one direction dead-ends, the other holds a switch to open up said dead-end. The distances are fairly short so the hassle of back-tracking isn't that much of an issue, but some respawns could have helped keep the action going a bit more consistently. The only hitch in progression is noticing the semi-transparent bridge to cross the top of the large cavern to get to an opened door.
The map's balance is tipped in Duke's favor as he's given some pretty heavy firepower in relation to the number of enemies in the level, and there's more than enough healing items provided throughout. The aliens that are present are well placed and it's still a good bit of entertainment clearing out each section. More fun than a case of black-lung.

Overall I'd give it an 83

 on: May 12, 2018, 03:33:04 AM 
Started by Mister Sinister - Last post by Mister Sinister
Yeah, I guess it is pretty hard. It was very quickly put together, never tested by anybody else and etc.
I tried to make it as fair as possible by insuring spare ammo, making encounters avoidable and not including abundant number of hitscanners. And it is actually possible to make it through without saves (at least I can), not sure about never getting hit. The red keycard door probably glitched out because of the game, it should be working just fine, it's just a lock.
The slopes may be a bit hard to jump, but I made a way out of this since you can skip this part all together by taking the yellow card elevator but you will miss a secret this way.
I hope you liked it and it was not too frustrating for you.

 on: May 12, 2018, 12:57:36 AM 
Started by Mister Sinister - Last post by Forge
Played through on the "man" option. That was pretty damn hard. Glad I ignored the taunt in the template and saved often.
1 - I died. A lot.
2 - the garage door didn't open the first time I used the red key. Had to load the last save and then it worked the second time.

This is one of those levels that doesn't need a bunch of detailing. The complimentary texture set along with strong shading and good architectural construction does the job. The interlocking and looping layout worked well and gave a nice sense of progression.
There was plenty of ammunition to handle the enemies. I avoided quite a few of them, but at the end I seen that I really didn't have to. I could have killed them all and been okay.
The part that kicked my ass the most was jumping across those two down-sloped chasms, one after another. I hate doing that under optimal circumstances, trying to perform while worrying about falling into the ooze and losing health made it worse.

 on: May 11, 2018, 05:33:17 PM 
Started by Puritan - Last post by Puritan
^Great, thanks  ;)

 on: May 11, 2018, 04:02:33 PM 
Started by Puritan - Last post by Forge
Marc Wagner
29 October 1998

This is Levelplex's 8th map. Designed for DM play on the net and modem with 2 or more people

Pages: [1] 2 3 ... 10

Page created in 0.056 seconds with 10 queries.