#SDKMETROИГРОКАМ
A man tells that he lost a door from a car.
The door is located near three sinks. It is placed against the train. Hooded man claims that it's his door and the "cheburek trader" as he refers to the one who lost the door should stop trying to take his property.
On a second thought, he offers a drinking contest: the one who remains awake takes the door. He has a moonshine that "tastes like hatred against mankind".
The door is heavy and you can barely move when you carry it, which is a nice touch.
"No one could find it and you could!"
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https://www.youtube.com/watch?v=SAk9QJqe0Bw
Because the "very advanced" physics system of this game doesn't let the player to fall down, I got stuck and had to reload a checkpoint. Thanks to Epic Games for consolization :\
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https://www.youtube.com/watch?v=7v5E4fFsFQ4
Download: http://www.strategyinformer.com/pc/gearsofwar/map/22310.html
Forum thread: https://forums.epicgames.com/threads/600442-quot-Rubble-quot-SP-level-Download!
Rubble is certainly not one of the best maps ever made: unfinished ending, overlapping music, bland lighting which looks like the author simply put one ambient light there and thought that was enough.
I believe music won't overlap if you hit the trigger that shows "BOOMERS" sign before killing the Boomers. That trigger shouldn't be there at all - Boomers are very noticeable anyway.
The design also doesn't look very creative: first area seems like it was done from pre-made buildings instead of constructing something more interesting from the game's modular meshes. Last area looks like it was mostly copy-pasted from one of the places in the beginning of the game.
But despite all this, this map is worth battling through once or twice: it has nice pacing, interesting events, good choices of dialogues that the characters say.
What's the coolest about this map is at 3:37. We all hate these Theron Guards for being able to kill us in one shot, and that's why it's so great and memorable when Marcus expresses that hatred.
The combat scenario is interesting and requires some thinking to complete.
Finally, if you search for this map, you will find two files, one is about 8MB, another is about 30MB. I compared them, and it turned out that 30MB one contains the same map, reason of it being bigger is that it doesn't use compression.
So if you want to play it, don't think that 30MB version is improved or expanded or something, download 8MB one to save your time.
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https://www.youtube.com/watch?v=stKlEctl8jI
Well, there's not much to say here. A remake of Duke3d level one, but enemies are fascists, not aliens, and modern textures are used. And, as expected, more realistic layout, no more high building with teleporter that helps the player to survive the fall.
A couple of moments are a little baffling though. The place where "Innocent?" sign was now has no sign and is now a monotonous metal bar. Even the elevator with RPG uses the same texture, providing no break from that monotony.
Interior walls are made from flat shaded brushes which gives the location outdated look. Converting them to smooth shaded models with proper UV unwrap would help the place look better.
3d cityscape is done very well.
00:46 - inclusion of this enemy with RPG is a great idea: very dangerous and challenging.
03:25 - that animation which cycles on a TV screen is another great idea - it supplements the mushroom mode very nicely.
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https://www.youtube.com/watch?v=X-mfR3gnisk
Author: threni
Download: https://www.gamefront.com/games/max-payne/file/fightingthewar-zip
Crime level raised sky-high in New York. It's an all-out war on the streets now. The forces are equal and no one can gain the upper hand. The police has the sharpest tactical minds and many operatives, but they lack that one real, uh... "problem solver", who will give them the edge they need. Who're they gonna call? City's best gunslinger, the one and only, Max Payne.
Max doesn't jump into the main fight. Instead, he goes through bandit hideout in the nearby warehouse. Exchange of Valkyr and money is going to be interrupted.
The fights are challenging and so are the puzzles. Search for switches is required, and at 8:05 Max will have to figure out how to blow up a door - excellent use of the game's physics. At 10:18 there's a cool optional jumping puzzle to reach secret molotov.
Max has to reach the sewers, but the key to unlock them is far from the door. On the way back we'll have to fight reinforcements and the path will be blocked by a car (15:43), forcing Max to go through the porch instead - an excellent detail.
In the end, the story will be better than expectations. We thought Max was just flanking the bandits, but he had a sly plan to attack them in a way that they won't know what hit them. He plants a bomb in the sewers, and the ground explodes right under their feet!
Spectacular cutscenes, desperate firefights and impressive locations make this short campaign a great addition to Max Payne universe. Highly recommended.
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https://www.youtube.com/watch?v=0Ubgc6dN77s
0:00 - Random talking animation assigned to character instead of making/using special one for laughing;
0:22 - Guard walks against another guard;
0:33 - Crowd character spawns inside a wall;
0:40 - T-posed crowd character;
0:46 - Running on the air;
0:50 - Crowd character moves without walking/running animation;
0:56 - Faraway LODs assigned to crowd characters which are close to the camera;
1:02 - Enemy doesn't attack, player's attack button does nothing;
1:12 - Seams between parts of the environment;
1:17 - Crowd character stands on the air;
1:28 - Thief doesn't run away;
1:44 - Water cuts before reaching shore, crowd character runs on water;
1:56 - Crowd character walks against another crowd character;
2:00 - Paper hangs in the air;
2:10 - Crowd character hits the air;
2:19 - Can't jump down from the table;
2:28 - Invisible wall;
2:36 - Cup is out of sync with the bartender who cleans it;
2:46 - Balls are out of sync with the juggler;
2:52 - NPC LOD switch close to camera;
2:58 - The shore looks cut;
3:02 - Crowd character spawned inside a tree;
3:07 - Empty room without doors (glitch of procedural generation?);
3:13 - Can't walk forward;
3:16 - During a cutscene crowd character spawned in improper place;
3:26 - Glitched fog;
3:39 - Can't shoot through grate but the crosshair turns red;
3:52 - House with missing wall;
4:04 - Camera with obstructed view.
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https://www.youtube.com/watch?v=PEwVTyhOJ1s