Freeman’s Escape

for Half-Life

1st January 1998

Basic Details
  • Title: Freeman’s Escape
  • File Name: hl1-sp-freemans-escape.7z
  • Original File Name: freemans_escape.zip
  • Size : 208Kb
  • Author: Dave Crabb
  • Date Released: 19 November 2001
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Reader Recommendations
Avoid It!
Think Twice
Maybe
Play It Later
Play It Now!

3 recommendations, average score: 2.33 (out of 5), standard deviation: 0.22 (what's that?)
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Meta Review Data
Statistics based on 1 comment(s) with meta review data.

Installed:
Using Gauge: Users
Manually: 1 Users

Time Taken:
Average: 0 Hours, 17 Mins
Shortest: 0 Hours, 17 Mins by monster_urby
Longest: 0 Hours, 17 Mins by monster_urby
Total Time Played: 0 Hours, 17 Mins
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Maybe?Think TwiceThink Twice

5 Comments

  1. This is a Quake2 pair of maps.
    From the readme:-
    Unzip the file into your quake2\baseq2\maps dir.
    Unsuprisingly, it don’t work in valve.

  2. Maybe?

    That map for 10-15 minutes. Design below the average, light stupidly done. However, there is in it something that fascinates and does not let go.
    You can play, but don’t hope for active gameplay: everything quickly and easily.

  3. Think Twice

    Yet another little gruntfest with several assassins.
    It’s starts in a staircase with the HEV suit, crowbar, AR and (contact) grenades. That’s a lot!
    But you’ll probably need it. The combat is tough, but nice balanced and not impossible.
    There are some traps to avoid, so I suggest to proceed carefully into a new room or area.
    The worst flaw is the mapping, if only the author would’ve make it more detailed, more witty.
    Usually grey textures and not much to see. Oh and forget about the crates, they can’t be broken.
    So after fighting your way through normal corridors and small rooms, they are at least a few outdoor areas which look nice. The lighting is quite good at all times.
    Just the playtime let’s me keep saying “think twice”, instead of a “maybe?”.

    Pro’s:
    -Decent mapping, good lighting – but poorly textures, almost no details
    -Nice combat action
    -Good balancing
    -Cool start equipment
    -A few nice ideas, scripts

    Con’s:
    -No story
    -Very short playtime (~5-10 minutes)
    -No real puzzles
    -No scripts
    -Undetailed textures, emptyness – therefore not much atmosphere
    -Not much atmosphere
    -Crates can’t be broken
    -Sudden end

  4. Ten Four Reviews

    Freeman’s Escape clocks in at only one map, so prepare to be underwhelmed by its length. That’s not all that’s underwhelming, though.

    Level design is seemingly uninspired. Decent for a first-time map, but even considering that, still unimpressive. Overly linear flow, boxy (or otherwise rigidly defined) rooms and areas, plain texturing, and simplistic architecture all contribute to a map that just manages to squeak under the scope of examination.

    Combat is way too over the top on Difficult skill, so play on Medium or Easy. It’s not that there are too many grunts—there’s a decent number, it’s just that their placement and set-ups could have been designed a lot better to minimize frustration. There’s almost never a chance to seek out cover, apparently implying that brute force works, but it doesn’t—it just gets you killed faster. Then there’s an irritating set-piece—four assassins in a darkened room. The four assassins aren’t the problem; the fact that they’re near-impossible to see in the darkness is. Add the fact that they cloak on Difficult skill…

    With faulty combat and below-average level design that ignores detail, Freeman’s Escape falls to the bottom of the quality pile. It’s not overly bad, but it still is…forgettable. Somewhat worth its time as a diversion, though.

    Notes
    This review is republished here by permission and was originally published Friday, 28th June, 2002 by Calyst.

    This review was originally posted on the Ten Four Website, which is now offline.  Permission has been granted to republish the full review and more details can be found on the About page.

  5. Think Twice

    Freeman’s escape is a somewhat plain map. A rather uninteresting slog through a series of concrete hallways and box rooms that leave a lot to be desired. Lighting is largely flat throughout and the grunts fail to provide much of a challenge, even on Hard difficulty.

    Assassins lurk in the dark red room towards the end, but these can be easily dispatched by going behind them and using the crossbow acquired moments earlier.

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