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Author: | Zied Rieke |
Title: | Reload |
Download: | rstart11.zip (0e8be1dab14f7bd49dd5d9002a841e30) |
Filesize: | 4053 Kilobytes |
Release date: | 27.09.1997 |
Homepage: | |
Additional Links: | TEAMShambler • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
dxmf.bsp | 1876 KB | 25.09.1997 |
s6.bsp | 1700 KB | 25.09.1997 |
rstart.bsp | 207 KB | 24.09.1997 |
se2.bsp | 1849 KB | 26.09.1997 |
rstart.txt | 5 KB | 27.09.1997 |
se.bsp | 2047 KB | 25.09.1997 |
s7.bsp | 1654 KB | 27.09.1997 |
rstart11.zip
Reload
Short episode with five small Base maps. The mission is to infiltrate some bioforge facility, retrieve a genetic code stored on a keycard and return to entrance slipgate.Tags: episode, start map, idbase, medium, traps, non linear
Editor's Rating: Excellent
User Rating: 3/5 with 12 ratings
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Wouldn't rate it 5 but it is a good pack for the time.
It is an episode made with the last maps of the author, with minor fixes (haven't noticed a single one, but the file sizes have changed so ...), and only in case of v6.bsp (here s6.bsp) with actual changes. In this case the map has been reworked a lot, sealing many routes, and changing the progression from a open and free button hunting map to open the final barrier to a more linear and smaller map, still with several non linear parts and side areas but that plays completely different.
Also to note that the maps can be played as standalones given that as far as i remember all have the NG and plenty of ammo since the first room and shells and nails are the main ammo used, and that the first map is way harder than the second and last ones, and probably the hardest one with the previous to last.
4+ for it.
Maps feel aimless and purposeless.
A very strange, rough around the edges, but kind of cool series of maps.
The first couple of maps especially have somewhat open, nonlinear layouts for their size, but they can be kind of arbitrary and confusing to navigate. The "correct" route is never really signaled in any of them, so when you encounter a choice you might find a side room, or a detour that loops back around to a previous part of the map--or you could end up skipping an entire area and its monsters. After the third map you have to fight your way backwards through partially-flooded versions of the first two maps. There's little ammo on these levels (none on the last one that I could find). It's an interesting challenge, but very difficult if you're playing from shotgun start, and the flooding doesn't make them easier to navigate.
Combat is ok. It's not winning any awards for encounter design but it's good enough.
One thing I can say is it's never boring or uninteresting, in fact all the levels and different areas have unique features or designs. Not an essential 1997 release like Beyond Belief or Zerstörer but it has its merits.
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Did you read the file's readme?