Architecture
General brush construction, particularly on
the first level, is very Quake2-esque, since
the author has made levels for quake previously.
Whether this is a good or a bad thing is for
you to decide, but personally, I think that
the texture set of Half-Life does not exactly
compliment this kind of architecture. The “palace”
section of the map looks almost cartoon-like.
I prefer my Half-Life levels to mimic real places,
but again, that’s just my opinion. Fans
of the q2 style will probably like this.
R_speeds here are bad in some spots, but not
because of physical brush construction. In some
places the epolys go up around 9500. Not good,
as even in GL you’ll notice some framerate
drops. Software-mode folks might experience
sound stuttering as well.
However, the architecture, by itself, would
make this map stand out from the rest. There
are some different-looking environments; they
are definitely not representative of most HL
maps.
Gameplay
When I cracked open the ZIP for this set, I
read that there would be no (live) human grunts
in this set. I thought to myself, “Good.
Not just another mindless gruntfest.”
Well, I was not exactly right. This is not just
another gruntfest; instead it is an alien-slave-and-alien-gruntfest.
The author has simply reinvented the wheel,
except having aliens replace the grunts. Unfortunately,
the gameplay becomes very repetitive by the
end of this set.
There are a grand total of 5 kinds of monsters
in this set, if you count one lone zombie and
a couple bullsquids in that number. Other than
that you will face hordes of aliens slaves,
many alien grunts, and enough xen masters to
annoy the hell out of me. Now this many enemies
would normally create a formidable challenge,
but the author has made a critical error in
his entity placement: there seem to be no nodes,
ground or air, anywhere in the set. None of
the monsters will come after you; they will
sit right where they are. In the first battle
of the level, I opened a door to 4 alien slaves.
Always a pleasant surprise. Anyway, I dispatched
one with the shotgun, and dashed around the
corner before the others could shock me. And
I waited. And waited. And waited. Hmmmm…
I recommend playing a skill level higher than
you normally do, as the fights are insanely
easy when you can stick your head around the
corner, shotgun a monster, and then wait for
everyone to calm down. Rinse and repeat.
Weapon selection in this level consists of the
shotgun, the 357, and a late appearance by the
crossbow, mainly for taking out the alien grunts
before they get a shot off. You’ll never
be low on ammo unless you have no aim, and health
is really not a major issue, as there’s
1 or 2 dead grunts with 2 or 3 medkits ever
3 or 4 minutes in this level. (whew, that’s
a mouthful!)
Bottom Line
Fun for a while; gets repetitive fast. The gameplay
here sadly cancels out any chance the architecture
had to make this map stand out from the mainstream
of HL maps. Still, d/l it for a gameplay fix.
Oh, and by the way, according to the author
you are "required by law" to email
him and tell him what you thought of the level...
take that into consideration when you download
this level set. :P
Hints and Tips
90% of the time doors have at least 3 enemies
behind them. Be prepared before you enter
a room.
Since a lot of the monsters in this set
are spawned by monstermaker entities, they
sometimes respawn after you’ve killed them.
There’s no fanfaire about it either; they
make no noise and there’s no sprite associated
with the respawns.
Always be on the “lookout”, ironically,
for monsters that spawn behind you in areas
that seem safe.
Your best strategy is to take the monsters
one at a time. Don’t rush into a room with
4 alien slaves and an alien grunt and start
duking it out; you won’t survive. Take them
from around corners when possible.