Faraon 3-4

for Half-Life

1st January 1998

Basic Details
  • Title: Faraon 3-4
  • File Name: hl1-sp-faraon-3-4.7z
  • File Name: faraon3-4.zip
  • Size : 1.68Mb
  • Author: Odin
  • Date Released: 05 November 2000
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Screenshots

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WARNING: The screenshots may contain spoilers.

Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Reader Recommendations
Avoid It!
Think Twice
Maybe
Play It Later
Play It Now!

3 recommendations, average score: 1 (out of 5), standard deviation: 0 (what's that?)
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Meta Review Data
Statistics based on 1 comment(s) with meta review data.

Installed:
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Manually: 1 Users

Time Taken:
Average: 0 Hours, 50 Mins
Shortest: 0 Hours, 50 Mins by monster_urby
Longest: 0 Hours, 50 Mins by monster_urby
Total Time Played: 0 Hours, 50 Mins
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Avoid It!Avoid It!Avoid It!

5 Comments

  1. Avoid It!

    Good:- design, gameplay, find the levers type puzzles.
    Bad:- The whole series of maps, Faraon 1,2,3 and 4 will not load on map change. Ruins what appears to be a good deathmatch shooter.

  2. EddieLee

    I didn’t have any problems with auto loading of the maps; it worked fine. Apparently the mod never was finished as I crash with a message “cannot load map faraon5.

  3. I’ve added 4 screenshots kindly supplied by piledriver.

  4. Avoid It!

    So that’s how it ends. The continuation of “Faraon 1+2”. Unfortunately it got worse again.
    A positive aspect is, that it starts again where part 2 ended.
    The map feels like a large maze, filled again with lot of grunts. Mapchanging is annoying as there is more than one “entrance” to the next map, and you have to backtrack a few times.
    The main goals are switches, but they can be missed easily, bad.
    There’s also no clue what they do, so you have to find out for yourself.

    The mapping is good, nice architecture but “Faraon” lost it’s charme totally now.
    This could have been way better! Atmosphere is gone, there is still no story or other puzzles than finding switches, and finding out what they activate.
    Even the combat became boring and just stupid. This doesn’t make fun, sorry!

    Pro’s:
    -Decent mapping, some nice textures, good lighting
    -Lot of combat, this time with Magnum
    -Some (frustrating) button puzzles

    Con’s:
    -No story
    -Stupid gruntfest, sometimes grunts flying in the air, or stuck in the ground
    -No real puzzles
    -Balancing, there’s much ammo but less health possibilities
    -No atmosphere
    -Annoying mapchange
    -Minor bugs like clipping
    -Switches can be missed
    -No fun at all

    Conclusion: Only play part 1+2, this one’s not worth it!

  5. Avoid It!

    This oddly disjointed little map pack has been released as individual maps and so I will review each one separately.

    Faraon 3 and 4 were released together as the two maps make up one huge, complex segment. The addition of some custom textures this time around helps to sell the Egyptian setting a little better and the structures are somewhat interesting in their design. The layout of the two maps cross over with one another with a number of trigger_changelevels at different spots.

    However, there are some significant issues with these two maps that make these two maps a barely playable, frustrating experience.

    First off, the change level triggers are in really awkward spots, specifically in doorways that drop you into combat without warning. You can pass through a trigger in the middle of a firefight and it’s really jarring.

    In addition to this, it appears that Odin did not make use of trigger_transition entities, so enemies carry over between maps. This might not be an issue if it weren’t for what appears to be a serious misalignment issue with the landmark entities:

    Every time you travel between maps, everything shifts several units in each direction. The player gets stuck in the floor, enemies are warped through walls or out of the towers they were standing in so that they’re floating in the air. A lot of the time you will encounter a grunt stuck in a wall, who is able to shoot at you but unable to be killed.

    On top of that, the labyrinthine nature of the maps mean that it is never clear what you’re supposed to be doing or where you are going. The download includes a map.jpg file to help guide you, but even this fails to help you find all of the various paths that go beneath the structures. Essentially you’re running around looking for levers to pull, then run around the find the door that it opened, which might be in the other map.

    As with previous entries, the map ends with an error message, looking for the following map, faraon5 which it appears does not exist to this day. Odin says in the readme that the intention was to go with a more realistic approach, but sadly this never came to pass, at least here on RTSL.

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