Showing posts with label DOOM 3. Show all posts
Showing posts with label DOOM 3. Show all posts

Friday, July 17, 2009

Death Rebellion for Doom3

***NEW!!!***


Level name: Death Rebellion

Author: Kris 'Skul' Tennant

Release date: 16 Mai 2008

Size: 31 399 ko

Number of maps: 9



website: author's page

download: at map factory


Story:

This is a remake for an episode I made for the original DOOM, which I never released prior to this. The original DOOM version has been included in the .zip (dereb-DOOM1), except it looks a bit better than my first attempt.This episode includes nine maps and difficulty levels. Feedback is appreciated. I'm still learning how to make good-looking maps; I know mine don't look professional. Give me feedback on the gameplay rather than the aesthetics for now, please.

Review :


I don' t know if the author really respected the original doom 1 episode, but I suppose he did

Design was quite simply builded up, architecture was correct but basic at first with squared room interconnected by some hallways, most of the level are small and finish quite fast except the two last ones. the general layout and detail increase with progression attention to texturing is good but lighting could have been better, there was some event produced like with those surprising happening that can show up in doom3 custom maps, they add certainly somevalue to this mini episode sadly to much dedicated to indoor gameplay.

Gameplay is simply oriented, there is no real puzzle just some key hunt and fight, there isn't use of the PDA or on screen objective, You simply need to access the exit button room. and this make you progress from level to level untill the two last boss levels (because there are two squared single room with pillar and boss fights). This is something I personnaly hate to turn arrond and fight in a nearly impossible beating mission...and so if my feeling grew up during the seven firsts levels, it just let after those final levels a dispointing feeling...

In conclusion: I didn't test the converted episode using the original wad, I focused on the classic D3 episode and exit this 9th level experience with a mixed feeling some good design with good gameplay for the 2/3 of this mission but a boring ending fight that didn't add any enjoyable expeirence really destroyed my first feeling ...


Playtime: 45 minutes



Rating: A B C D E (62%)

Tuesday, April 14, 2009

Redwill Manor for Doom3

***previously reviewed on my french blog***



Level name: Redwill Manor

Author: Lionel van der kolk

Release date: 2 October 2005

Size: 14 234 ko

Number of maps: 1


website: here

download: At filefront


Author's Note:

A short singleplayer map with all new textures and (animated) models. It's also my first singleplayer map for doom 3. I wanted to give this map a totally different look than the mapsyou see in Doom 3. I got my inspiration from the movie Rose Red and the Disney attraction"The Haunted Mansion". I love the feeling of those two and the Doom engine fits perfectlyfor this type of environments.

Review :

This is the first and perhaps also last release from the author that worked after this one on a quite interesting modification for Doom3 but without any update since almost 3 years.

Design is impressive and immersive, highly colourfull to create something unique according FPS experience, the nightmare seems this time just behind you door ... If you look to the way the map was build and the texturing added it's suprsisingly well done for a first release, every new place visited is another eye candy...nothing to complain just a full visual enjoyment.

Gameplay is simply trow into this map to give a objective and add some 'trilling' ambiance to this release, no real puzzle or heavy fight and this could be the only minor point of this one, you will easily fight you way through the cave witch will sound as the end of it.


In conlcusion: This is a particular experience more base on visual and ambiance than on gameplay, you will fast progress through this one a little out of what we are abilited to see. Even if it's a quite short experience it's really a must seen one.




Playtime: 10 minutes



Rating: A B C D E (82%)

Sunday, February 15, 2009

Serengrove for Doom3

***NEW!!!***

Title: Serengrove

Author: Andrew Hill

Release date: 2 December 2007

Size: 43 519 ko

Number of maps: 1


website: none

download: at Map-Factory

Story:

"The night has grown dark and cold by the time you arrive at the fortress city of Serengrove. Wind and dark shadows are all that occupy the empty streets in absence of the usual bustling activity. The fortress walls stand unguarded, merchant's wares lie abandoned at the Western Gates, and the foul stench of decay lingers in the cool midnight breeze."

Greetings, and thankyou for taking the time to have a look at my work! Serengrove is a Tudor themed map for Doom3 with lots of custom models, textures, animations, sounds and nasty surprises. I hope you have as much fun trying to survive this map as I did making it.

Review :

Looking to the size of the download and the screenshots available at map factory I hesitated a lot to play this one thinking it was a long hard and frutstating experience...sadly for me I was totally wrong so i lost over a year before playing this suprsising release

The author wanted to create something more part of the past than the future with a look to a middle age design with a sweet clever touch from Harry Potter world (that what I feel mixing ambiance, talking animals and monsters in a cold darked ambiance). Design is perfectly feeting and add consistance through the way the experience and architecture is put together, using a lot of custom content.
Texturing is great with a lot of attention to details, atmosphere is perfect and you have always the feeling to travel through some cold to even freezing environment The architecture is above average even if a little repetitive, additionaly some voice acting and modified models add a spicy touch to this package.

Gameplay is evident, you recieve some briefing and need activate stuff to open door and go further feature are well placed everywhere and will take your attention and travelling time to find them all, whish will make the final a little easier gameplay increase a little with progression but never become frsutrating. It's a mostly streight forward experience well enhanced by enemy respawn...It's a classic experience according gameplay with no good or bad surprise just a little too easy but i won't complain from that

In conclusion: This one is really a good surprise with a personal touch and atmosphere it's defenetly a recommanded one.


Playtime: 40 minutes


Rating: A B C D E (88%)

Sunday, November 23, 2008

Separation Anxiety for Doom3

***NEW!!!***


Level name: Separation Anxiety

Author: Thomas Hoeg

Date of release:
01 May 2008

Size: 5 137 ko

Number of maps: 1


website: here

download:
here

Story:

While Bravo Team was moving through sector 3 of the Alpha Labs, an explosion rocked the facility sending debris and assorted pieces of machinery crashing to the ground. The chaos of the explosion and the subsequent wreckage left one of the Bravo Team marines (the player) separated fro the team and unable to rejoin them. In addition, the explosion damaged the marine’s equipment leaving him with only his sidearm and flashlight to fight off any potential threats. That marine must now traverse the dangerous maintenance passages under sector 3 in order to reach a maintenance lift that will allow him to rendezvous with the team in sector 4.

Review :
Another short but enjoyable release from a student at the Guidhall .
This map contains all what is needed to create 'atmosfear' you qwest will directly go wrong but on text message will help you out to progress and find more and more pda's and challenge

Design is perfectly fitting the theme ambiance, sounds traps are present in a well related environment in a linear but not repetitive progression from out to down to shaft and even more there are not a lot of area to visit but some small lateral path may add a value to it so don't esitte to visit every corner. don't forget to read email from pda no important data's have to been read but i think it's really an enjoyable part of Doom3 features.

Gameplay is progressive, it's a push and fight progression with surprise but no real puzzles the challenge increase with progression and i quite bad suprise awaits you there isn't a lot of things to discribe just download it and appreciate what has been done
In conclusion: I really thought that the best for Doom 3 was behind us this new fresh breath I a good reason to justify a Doom3 folder to sleep on you Hard Drive, if it’s not the case you should directly reinstall it…

In conclusion: like most of the production of guildhall students it's defenetly too short but perfectly makes the circle arround the question...giving a reply to (or shoud i say a use) from most of the features coming with Doom3 and this with enjoyment...so get it even if it's too short.


Playtime: 10 min


Rating: A B C D E (76%)

Friday, April 25, 2008

The Gatehouse for Doom 3

***NEW!!!***



Level name: The GateHouse

Author: Adam "The Evil Artist" Nichols
Date of release: 02 April 2008

Size: 31 102 ko

Number of maps: 1


website: None

download: here

Story:

It appeared from out of the mist. “Every century, it materializes under the full moon” says the inhabitants of a secluded European village. They say that a dreadful king of demons inhabits this mystical castle and that his curse is what allows this fortress to return every 100 years."Nothing but superstitious fairy tales." That’s what people would have thought the last time this anomaly appeared. But things have changed. Two decades ago, Mankind was nearly exterminated by an army of pure evil. This "curse" would not go unnoticed this time!Mankind needed to act quickly. They did not waste time sending in a recon team to gather intel. Instead, a strike team was immediately dispatched to neutralize whatever threat is lurking inside that mysterious stronghold. After all, we don’t want them(whatever is in there) to make the first move. It’s too risky.

* * * * *Hello, Marine! You’ve been assigned to this crummy job. Your squadhas set up camp in a secured Gatehouse at the castle’s main entrance. Service lights, beds, and supply crates cover the floors and walls of this ancient brick structure.The past few days has been nonstop killing of any and all demons that lurk in the dark corridors of these looming structures. Most of the squad have ventured deep into the heart of the castle. Only a handful of marines, including yourself, was left to guard the entrance and dungeon perimeter, just in case the demons try to trap you all inside from the only way out.For the past few hours, you have sat out in the brisk canyon just shy of the drawbridge, listening to the radio chatter of gunfire and growls. Guard duty sucks.Suddenly, you hear pistols firing off in the Gatehouse nearby. It was supposed to be secure! Get the hell back in there and help your squadmates! If these monsters are ever allowed to leave the premises, Humanity can once again become endangered. The source of this threat must be eliminated. Your mission is simple: kill withoutquestion. This place needs to be cleaned up before it becomes another Hell-Portal.



Review :

The use of new content and the theme visited (a gloomy castle) make this one an interesting release now that Doom3 becomes less followed by young developers.

Design Of this one with a intro cutscenes make you direct immerge into the map. The layout is perfect and will make you travel from place to place to recover items and follow somehow a story through PDA’s information. Even if it’s mostly straight forward with some backtracking the environment isn’t too repetitive and traps and surprise will make you life a little bit complicate while you ‘re progress…the custom content also add a real castle feeling

Gameplay is well balanced with good enemy placement, weapon and the survival stuffs put always before or after some heavy fights…objective are clear but you may sometimes get lost, this being normal in a castle. The challenge increase with you progression but, hopefully in my opinion, never becomes a nightmare. According the ambiance more traps, lightning effects and bad surprise should have been scripted, also some more custom sounds like scream would have certainly add another dimension to this quite enjoyable experience.
In conclusion: I really thought that the best for Doom 3 was behind us this new fresh breath I a good reason to justify a Doom3 folder to sleep on you Hard Drive, if it’s not the case you should directly reinstall it…



Playtime: 40 min



Rating: A B C D E (81%)

Wednesday, June 27, 2007

Omega research facility for DOOM3

***NEW!!!***


Level name: Omega research facility

Author: Danny 'Ice Weasel' Robinson

Date of release: 19 juin 2007


Size: 53 987 ko

Number of maps: 2



website: here

download: here

Story:

Right before the disastrous invasion of the UAC's Mars outpost, priority cargo was shipped directly from Delta Level 2 to the former medical research and testing center, the Omega Research Facility on Earth. It contained a live specimen that the research teams had brought back from their expedition into the realm that was beyond the teleporter. The creature was dubbed "revenant" by the scientists, chiefly because the only description of it is a reanimated skeleton that seems to have somehow been brought back from the dead. Study of the creature has been difficult, and several staff have been injured. The experiment is extremely aggressive and seems to attack on sight. UAC HQ has recieved a distress call from the facility in the early hours of the evening. There is a code red, the experiment is loose. Last reports say the facility is under lockdown and the situation is under control, but those reports were over an hour ago. You have been assigned to go to the facility and evaluate the situation. Containment is vital.

Review :

This is not the first release from the author that is more focused on MP releases but it's a defenetly massive and interesting release. The story isn't quite original but at least is one of the most efficent used in DOOM3 mapping.

Design is from above average to brilliant with a lot of interconnection through the whole facility in all axis directions (meant you travel allways forward but take also elevators -up and down- and seems to travel through a huge well interconnected facility). Used of custom textures always increase the interest while you progress all architecture and design seems quite fluid and doesn't increase (or dicrease) in catching your attention till the end. the only minor draw is that in several place you can walk through walls and end in the other side of the map (clipping error) that should have been avoided by a correct beta testing...

Gameplay is fairly balanced but increase in difficulty (less health, more enemies) in the second part which will lead to several thaught combats. Progression is streight forward and won't provide any (except a juming one) puzzle. PDA's info and happening will keep you busy through you progression but both with no real immersion through a strong storyline, this could be perhaps a little disapointment in balance with all the rest. It could also be notice that codding has been apply to give some enemies more power, and that you can try to solve several access to 'secret places' (not that evident).

In conlusion: This interesting release does suffer from minor issues (clipping bugs, missing storyline, puzzles, use of a custom enemy as main objective), in the other end the impressive layout and design and the quite good balanced gameplay make it a real enjoyable episode that will perhaps disappoint several people by the abrupt, but original, ending. Another recommanded release that is well worth the download.



Playtime: 1 hour 15 min




Rating: A B C D E (84%)

Tuesday, May 08, 2007

Omicron I for DOOM3

***NEW!!!***




Level name: Omicron I


Author: Gabe Sheets




Story:

Action takes place in an aging Mars facility that contains cargo processing and power control systems for the larger Omicron complex. Demons have overrun the facility and the player's goal is to make it out of the exit and proceed to Omicron II.


Review :

First of al this is another interesting level for doom3 done by a Student at Guildhall And this time it's a familiar name cause back in 1997 Gabe release two great map for Duke Nukem (The Duke Nukem Aquatic Museum and Homeworld) then try to create something massive also for Duke Nukem but was mostly abandonned due to team's problems if I remember wright, Hopefully a third level was published in 2001(Called Nightfall) I made some review for them at AMC (that has still an active forum for Duke Nukem Community but Rest of the website is for over 3 years 'in maintenance' ) and all maps were rated beween 85 and 90%.


Back to the main subject...Omicron I is a really atmospheric substation in wich you arrive by a small 'maintenance' train. Atmophere will directly catch you attention and will make you travel through a quite complex building that is full of vent and pipes you can travel.


You will so discover that something wierd happens on this site (reading PDA files) and that you should restate the power to evacuate this Base. Architecture is for me immersive to impressive through the special feature Gabe created (complex scripted moving machine and Forklift). The general layout as a good use of lightning, and choice of texture from big room to the shortest vent is great.

Gameplay is also a good surpise according this small release some traps a good spread of weapon, ammo and health put together with variety in enemies/creatures placemement, add a certain fun to play through it, with several spots that may be challenging. erhaps some more traps and challenge with a wide building would have create something even beter but it's a school work so limited in creativity.


In conlusion: The different cohorts that have been actually graduated from the Guildhall have produce a lot of interesting small release for games as Doom3, Quake4, HL2 and is certainly a place to visit. This one is another example of quality a student can produce in a quite limited time, it's defenetly too short but well worth the download.



Playtime: 20 minutes




Rating: A B C D E (82%)

Thursday, March 15, 2007

UAC maintenance Department for DOOM3

***NEW!!!***



Level name: UAC Maintenance Departement

Author: Eric Stenborg

Date of release: 25 september 2004

Size: 3 102 ko

Number of maps: 1



website: http://www.stenborg.us/doom3maps

download: http://www.stenborg.us/doom3maps/maps/maintdept


Story:

There is no real story behind It's just like if you were working in a maintenance department on a new Mars base and something when wrong. Your main objective is to find the escape port


Review :

First of all it's a quite old release back in 2004 and is part of the 20 first maps released. Taking this in account and the fact that all community grew and update a lot the way of mapping till then, this map should really be looked in a way the author has high potential of developping stuff.

The General Design of this release is certainly above average there is a good use of texturing (well mixed), squale is ok and general ambiance is not only focus in one theme but visit cotrectly the design of a complex. It's perhaps a little too dark (but it's part of the ambiance and gives more power too traps) and certainly miss some cutscenes or a more gore feeling buy travelling trough places where mess has put everything incide out.

Scripting is slightly present trough launch screen and pda use bot lack perhaps some more key hunting or activation panels.

Gameplay is well fitting the release increasing difficulty with progression and give the player some 'arena' fight that is part of doom history.


In conlusion: for a first release from the author it really got eveything to create an enjoyable release. Well worth to be tested.



Playtime: 20 minutes



Rating: A B C D E (72%)

Saturday, March 10, 2007

Lost Facility for DOOM3

***NEW!!!***



Level name: Lost facility

Author: Robert 'BJA' Hodri

Date of release: 27 july 2006

Size: 59 209 ko

Number of maps: 3



website: http://www.bja-design.de/index.htm

download: http://www.bja-design.de/images/d3maps/lostfacility/bja_lostfacility.zip


Story: None

Review :


This is the second release from the author according Doom 3 (for the other check Genetic Review) and like the first one it's really a recommended release.

This time Robert create a 3 maps pack that include an immersive intro cutscene. Architecture is even better as in Genetic and crafted in a intense and solid concrete building that doesn't include a lot of dark area (always a good way to hide a little the architecture failure). It's so huge that you sometimes ask yourself 'did i already past here?' Texture and items are well place all over to make realism even better only doors bother me a little (DOOM3 steel door in a concrete crafted building look foor me a little out of context). Progression is straight forward and there is no real forward-backward moving through the complex, you will just revisit place by door that are
unlock.


Gameplay is perhaps not enough challenging (but i highly enjoy this choice since i
don't want to reload 10 times). Puzzle are smart and easy to understand and in this
way (challenging and easy'puzzles') you will easily rush through this huge compilation is less than 1 hour.

Is there anything to complain not really except those door mentioned before (but it's just my opinion) and the unfishinished place monsters came out (if monster come from a vent which was not created like it should but just like a square box behind it, it let a feeling of unseable detail don't have to be drawn whish is sad). Also perhaps, except the end boss, the not enough challenging gameplay.

In conclusion: Like Genetic, this release is another eye candy you should miss, even if the gameplay through puzzle and action could have been more polished, it's defenitly another 'BJA' recommended experience you should try.



Playtime : 40 minutes




Rating: A B C D E (86%)

Monday, February 12, 2007

Killing Shift for DOOM3

***NEW!!!***



Level name: Killing Shift

Author: GodMode

Date of release: 25 January 2007

Size: 3 007 ko

Number of maps: 1



website: -none-

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=355641


Review :

Like the author tell in the readme file he builded the map in a classic Doom style. And this is really the case progression is streight forward with a mix between key hunting and monster killing.

Design is average with in some place perhaps to much details, link between places is well constructed with a good use of texturing, progression is quite easy and mixed between theme visited make the map a good enjoyment to play through. Architecture is perhaps a little to flat but provide a realistic outdoor and indoor environment.

Gameplay is well balanced, challenge is increasing with the progression and make it harder when you reach the end. Enemy placement are correct but could perhaps use more traps and ambushes. Ambience could have been anhanced by better use of lightning (quite good in the first part) and sounds (not enough present)

In conclusion: The author shows through this release that he manage to use in a good way the editor. There is still a lot of thing to implement in order to create a great doom3 release by, fpr example use of small cutscenes, more atmospheric architecture and certainly intercommunication through PDA. Even if the map could be rate as average since it produced a correct gaming experience i suggest you to play it to make your own opinion




Playtime: 30 minutes




Rating: A B C D E (66 %)

Thursday, February 08, 2007

Trite Breeding Facility for DOOM3



***NEW!!!***




Level name: Trite Breading Facility

Author: Thearrel 'Kiltron' McKinney

Date of release: 29 May 2006

Size: 25 895 ko

Number of maps: 1



website: http://meanarena.planetquake.gamespy.com/

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=187411


Review :

For this mission you are send by a teleporter to a place where once more some scientifical experiment went wrong. You are send to the place to see if there is still something that could be done to clean the place.

Design is in this one a great surprise, All the area you will explore are massively created but never too repetitive (most great arena you will enter have quite the same feeling comparison between schreenshot), it's really a flash in the eyes how great it was put together. You are going to travell in a well organize way through the facility (from center place to vent 1 then get back to center place to go in vent 2 end after getting back to the main area for the boss fight before escape) progression is so linear but not in a linear way (forward-backward) if you know what i mean.

Gameplay is quite on the upper ranking providing weapons and ammo in the good place and not with overall profusion (health supplies goes in the same way) enemies placement is quite logic but also oldscholl (hard attack from different directions at the same time) and create an experience where too fast saving isn't the good solution. the whole experience is perfectly balanced and increase the gaming time without any frustration. there is no bug except perhaps the pain it takes to access vents (jump-crouch-forward...).

Ambiance is perhaps the only thing which disappoints me a little in this release, there is nearly no scenario that support you progression (through PDA for example) you are sometime in connection with you radio but for one of the place it seems quite interesting (control room with spider queen) the environment sound masked nearly all the conversation, most traps are way to predictible and not enough trilling (except the short attack moment after destroying the two cores) . Ambiance sound, lights effect and power failure trick could have certainly add something in this way.

In conlcusion: this release is a great piece of artwork quite atmospheric that just missed a small attention to general mission and ambiance to create perhaps a map part of the top 3 best DOOM3 release... it is still without no doubt part of my top 10 D3 map !

Playtime: 2 Hours



Rating: A B C D E (84%)

Sunday, January 14, 2007

Obi-Wan map01 for DOOM3

***NEW!!!***




Level name: Obi-Wan map01

Author: Henk 'Obi-Wan' Bernhardt
Date of release: 25 september 2004

Size: 15 167 ko

Number of maps: 1



website: http://home.telkomsa.net/obihb/

Story:

It seems that there is something strange going on at a research station on Mars, no contact anymore and the last new was just telling us that there was something terrifying happening there...Marine you will be send there to clear the situation.

Review :

According this release i think (but i might be wrong) that the first intention of the author was to create a model that could be use for a mod (most of the work from the author is modeling) but since it was created the author simply decide to make a custom map to include is model. Result is for me excellent.

The mission start directly with a short cutscene of you, marine, landing at the facility. Mission will directly start in a strong and solid architecture you will easily noticed that 75 purcent of the map is composed by hallways but they are so highl detail realistic and non repetitive (in structure and design) that you won't notice it.

Progression is streight formard without any PDA or accessing requirement, weapons are provide on the good places but without any exceed, for the heath and armor they are only present near the end...witch will certainly create a good challenge, enemies are well placed and could just get on you with some frightening.

Sound is used with parcimony and this is a great idea because it helps creating a opressing atmosphere.

Finally the end place will be naturally in a kind of anciant cave were the arena will be the place to survive or die against the monsters that hopefully for us doesn't move to fast.

In conclusion: All together for a first map from the author it's a master piece everything being put together to create a perfect release full of challenge with above average design and great atmosphere, it's not perfect but certainly give me (and hopefully you) a enjoyable moment of gaming

In conclusion: There isn't much to say about this release since it's really short but the way it was release was more to convince player after a short experience to follow this upcoming release in the future whish will certainly be my case.


Playtime: 30 minutes

.

Rating: A B C D E (84%)

U.A.C. Reincarnation: Omega Labs for D3

***NEW!!!***



Level name: U.A.C. Reincarnation: Omega Labs

Author: Scott 'Sythen' Baker

Date of release: 14 january 2007

Size: 261 ko

Number of maps: 1



website: http://www.doomwadstation.com/forum/viewforum.php?f=74 (forum only)

download: http://planetphillip.filecloud.com/files/file.php?user_file_id=339907

Story:

You have been sent out to find out what catastrophes have happened at the new UAC Omega Labs. It is your objective to keep whatever is in there from getting out, and this objective is classified..

Review :

Like the author tells this is a kind of beta release (bugfree!) from an upcoming serie Sythen and friend are working on. Looking to the exlpanation already tells you that this kind of intro will not be huge (especially regarding the size). But lets take a look at it.

Start and experience will run fast and smooth design is for me a little above average with quite basic room but well textured and correctly 'ambianced' for this small intro. You will also recieve the PDA with some on screen message and stuff also correctly put together. gameplay is too easy (hopefully the author din't put 100 monster in this tiny release) but it wasn't the aim to kill interest from players travel through some room and killing less than five enemies will lead you to a kind of control room were a short on screen scenes will lead you to the end.

In conclusion: There isn't much to say about this release since it's really short but the way it was release was more to convince player after a short experience to follow this upcoming release in the future whish will certainly be my case.

Playtime: 5 minutes

.

Rating: A B C D E (68%)

Tuesday, December 12, 2006

Genetic for DOOM3

***NEW!!!***


Level name: Genetic

Author: Robert 'BJA' Hodri

Date of release: 28 june 2005

Size: 55 425 ko

Number of maps: 2



website: author's page

download: here

Story:

We write the year 2022. The UAC is the world's most powerful corporation in bio chemical researches. They were making experiments with a new kind of virus...but something went wrong. You're special agent M. Brandon and you'll have find out what happened in the UAC Building.

Review :

This two mappack is fully playable but enteded to be part of of Modification that was saddly canceled. The author decided to finish and release is work (thanks to him for it!). Like the story tells you you are send to a 'high tech' ressearch facility to investigate about what happens.

Directly at start the design will blow you eyes, top design and attention to details, perfect use of textures include custom ones the whole put together with a quite gloomy atmosphere where the missing sounds make it more trilling when you hear some footsteps...

Progression is mostly streight forward and linear(not taking in account key hunting). You will, through your progression, noticed that it couldn't have been possible to make a huge building full of details without some of them being repetitive. Attention from Robert has also be put to make a mixing of lighted, outdoor, indoor and darker place to create a not to repetitive environment that could have lead the player to a kind of boredom. Scripting and interactivity is also present but really in a tiny way (no PDA, short cutscenes, short on screen objective, nearly no activating process) but this doesn't alter the gameplay.

According Enemies/Monsters they are only human (Z-Sec class and Zombies class) and give us for one time a break from the quite repetitive mission out of earth full of those 'unpossible' monsters. Their placement is always good without any unbelievable respawn.

Weapons and ammo are well place without offering the entire set of DOOM3. For the medic it's the same they are delivered on the right places. For both of them perhaps a too huge ammount is put throughout the whole levels creating a quite easy mission to handle (didn't died ones)

In conclusion: This mission was quite an interesting suprise for me. Since i'm working in a research lab, hopefully only on minerals, this make me think in some way to a more realistic approch on mapping (especially for DOOM3). Finally, exept the fact that environment could look repetitive (especially office) and that challenge could have been a little bit more present (only by decreasing ammo and medkits) this first doom3 release from Robert was a recommended experience you should try.

Playtime: 50 minutes

.

Rating: A B C D E (81%)