Misanthrophy

for Half-Life

30th December 2004

Sci- Fi Single Player First Person Shooter Games Half Life 2 Doom 3 Far Cry Unreal UT2004 Quake Mods

Basic Details
  • Title: Misanthropy
  • File Name: hl1-sp-misanthropy.7z
  • Original File Name: misanthropy.zip
  • Size : 483Kb
  • Author: Mark Kerby
  • Date Released: 08 November 1999
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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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Think TwiceMaybe?Think Twice

4 Comments

  1. Mel
    Think Twice

    I played this many years ago from a PC Gamer disc, rated it then 4/10 but did not record any comments. However, sites EH10 and Pixel rated it at the time 6.1 and 7 respectively.

  2. piledriver
    Maybe?

    5 maps. Load TROPHY.bsp first.
    Average stuff. Builds up slowly…then stops. Unfinished.

  3. Think Twice

    This must be an old mod, I didn’t check the stats about release date etc. but the textures, and layout of the maps are ultra simple and not very logical. Nonetheless it was at least a bit fun cause of the lack of ammo you’re always in trouble, thanks god Barney is there in the end.

    Pro’s:
    -Some frightening feeling of “Oh heck, where to get some ammo!?” (should have used the rocket launcher but saved it 😉
    -Therefore good balancing
    -A few scripts, buttons
    -A semi-secret area (HEV battery)

    Con’s:
    -Very short
    -Disappointing end
    -Poor mapping (textures, architecture, layout)
    -No story, just a odd run to the exit mod
    -Weird feeling about “where the heck are you”? but somehow interesting cause of ammo issue

  4. Ten Four Reviews

    Mark Kerby previously released Sooper. The main complaint against Sooper was its length. Misanthropy is longer, but it still needs improvement. Misanthropy feels like a very empty experience. Most of the time is spent wandering along empty corridors. From time to time you walk into a room and get attacked by a small group of aliens. The aliens are spread so thin I got the impression they were just passing through, like bunch of tourist that got lost. It certainly didn’t feel like I was walking through a science facility overrun with an alien infestation. To compensate for the lack of aliens there is very little ammunition. The fact that you often don’t have enough bullets for even the Glock is the only thing that stops the map becoming a walk over. Personally I hate running out of ammunition, I feel that authors should balance ammunition so that the player is required to use a range of weapons. So you aren’t given enough of one type of ammunition to complete the level, but if you make full use of your entire arsenal (selecting weapons appropriate to the monster you are facing) then you shouldn’t have trouble. Putting in small amounts of ammunition is the easy way of making a map tough, and while the player should never be over-equipped, having nothing to defend yourself with is a frustrating position to find yourself. But that’s a general problem I’ve noticed with amateur maps (in my opinion which many people probably diagree with), not a serious criticism against this map in particular.

    To the authors credit there are some mini-puzzles in the level. None of are particularly hard (you probably wouldn’t get stuck trying to work out what to do) but they do add a bit of variety.

    The architecture is fairly good in certain places but there isn’t anything really good. The main problem is the huge stretches of long, square, empty corridors that seem to make up most of the level. There are some attempts to make them more interesting, but the author has been only partially successful. These boring corridors only make the level seem emptier. And it seems that the author has never heard of textured lighting. Its not surprising that the author doesn’t know about textured lighting: as far as I know Half-Life is the only game to use it (I think), but it is important to the look and feel of Half-Life. I would go as far as to say that textured lighting was one of the most important factors in giving Half-Life its brilliant graphical style. Instead Misantrhropy uses the old point-based lights. While this may not sound serious it means that shadows look to black and some textures get washed out slightly, which all contributes to making the level look weird. And this map really shows the importance of ambient sounds, but only makes they’re generally missing, another reason for the level feeling empty.

    There are no really dreadful problems that make this map unplayable (in places it is quite fun), but Mark needs to improve his talents, both in terms of gameplay and architecture until he produces something that I can fully recommend.

    Notes
    This review is republished here by permission and was originally published Thursday, 23rd December, 1999 by Chris.

    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.

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