the abandoned workshops Posts

June 5, 2008 / Quake
Author: Howard "GlassMan" Shaw Release Date: October 19th 2003

Author: Howard “GlassMan” Shaw
Released: October 19th 2003
Download: Here

Introduction
Mission Briefing: The all-conquering forces of Quake have overrun the ancient castle of Arkiam, and secreted the four runes of Maakeckkehhhs in its towers. Your mission is to recover the runes and clear out the castle by whatever means necessary. Make this the final, Day of the Lords.

This is a largely scaled level that takes place within a huge castle, including a ground floor, upper level and lower levels for the player to navigate through.

June 5, 2008 / Quake
Author: Paul 'distrans' Brosche Release Date: May 19th 2008

Author: Paul ‘distrans’ Brosche
Released: May 19th 2008
Download: Here
Requires: Quoth

Introduction
Tiny Science Fiction style level, some tight non-combat areas as well as some larger set pieces. Started merely as a lighting testbed, but was encouraged to expand and complete by certain of the ‘func_’ crew. In the end, one tester thought it was just right, two thought it hard but fair, and one thought it an abomination.

 

April 12, 2008 / Quake
Author: aguirRe, Asaki, distrans, negke, Preach & Scragbait Release Date: July 9th 2007

Authors: The Travail Team
Released: July 9th 2007
Download: Here

Introduction
Travail is a mission pack that consists of thirteen singleplayer levels, with two secret levels found via specific levels within the mission pack. And also included within the pack are four deathmatch maps, for those interested. This review however only covers the thirteen main singleplayer levels within the mission pack, which are spread across two episodes and a finale. These are accessed by the start map similar to the original game, the first two of which can be completed in any order. I played through this mission pack using the “Normal” difficulty level.

April 10, 2008 / Quake
Author: Mikko Sandt Release Date: September 22nd 2007

Author: Mikko Sandt
Released: September 22nd 2007
Download: Here

Introduction
My first Quake map. I’ve been playing Quake since 1996 and I always wanted to make a level. Well, better late than never, eh? I’ve been building mostly Duke3D maps for the past ten years (sad, isn’t it?) so Worldcraft was somewhat new to me. This may be one reason why the level is somewhat x-axis and blocky (not that that was my intention – it’s just something that happened subconsciously). Naturally, I had to learn the editor as I worked on the map. It’s not so bad – there’s a fair amount of details, the texture set is lovely and the gameplay was tested (by The Silent & Sielwolf) before release.

February 28, 2008 / Blood

Introduction
Rage Against The Machine, RATM or simply ‘Rage’, is a combined effort by select members of the Blood community to create a Blood campaign worthy of remembrance and worthy of honouring, and hopefully complementing, the Blood title and its legacy. Rage’s objective is to expand on the Blood universe, adding a little innovation where necessary, while not compromising the spirit of the original title’s unbeatable action, breathtaking atmosphere and overwhelming fun factor.

This review was a little on the late side but it’s not exactly everyday you get to enjoy a new Blood release, eh?

February 17, 2008 / Duke Nukem 3D

Introduction
Oh my god, they’re everywhere! Those rotten, flesh eating, living dead walk the streets causing havoc and mayhem in their path! Oh the horror! You’ll literally be drowning in guts after the first level when these things drop dead, if they’re not already that is. Not enough of a an introduction for you? Well then, this here is a short six leveled zombie surival mod made for the classic 8bit mode. The mod is also made to work with the Sony PSP, the instructions to do so are also included in the package.

February 15, 2008 / Duke Nukem 3D

Introduction
The setting for my first level actually takes place inside an alien base on a remote planet. This level features an alien research laboratory where they conduct most of their experiments. I won’t reveal to much, although I will say that this level contains quite the boss battle that I’m sure you will enjoy. Also I took a good amount of time planning some of the more intense action sequences, so I hope you enjoy those too.

A new first time mapper, let’s see what we have here.

February 15, 2008 / Portal

General
Another nice map here that starts off giving you no portal gun to play with leaving you to figure each of the puzzles out while slowly advancing each stage of using the portals yourself, like a concised version of the full game and works fairly well in that aspect. Although the map is rather small and short in length it does have quite a fair share of variety between the puzzles and some are rather new and fresh. One example is the first one recreating a previous element in a different sense, which of course I will be leaving you to figure that one out.

February 8, 2008 / Duke Nukem 3D

Introduction
This is a new map released in town that even makes Mikko call it “the most detailed Duke3D map as of today”. Below is tweaked translation from the text file.

The teleporter used to return to land lost its resonance frequency and the antimatter was absorbed by an electric storm, apparently caused by a rare mineral that was found inside a coke mine. This none other allows the teleportation in large quantities, which generates a magnetic field capable of changing the polarity of the electric current in a radius of 5 to 10 km, and because of their qualities they are operated by the hydroelectric company in the area where this was found. Duke’s problem is that communications are totally interrupted by the release of such mineral of a violet capsule that was accidentally destroyed. You must venture into the mine to locate the core of the ore and destroy it while avoiding more invasive aliens.

January 27, 2008 / Portal

General
Here we have a rather decent map which actually rivals those made by Valve in the original game, and plays out in a similar fashion. The big difference, is that you’ll be needing to put a little bit more thought into solving the puzzles. Although rather short, there’s plenty to do and a lot of elements from the original game make a comeback here and worked with the puzzles consistently and fairly. You shouldn’t find too much difficulty with this one as things remain enjoyable, rare deaths and good sense of flow between areas.