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Author: | JPL |
Title: | Cheyenne Mountain Complex |
Download: | cmc.zip (cf22718ddd7027f4a1924ca293de72f7) |
Filesize: | 1970 Kilobytes |
Release date: | 20.11.2004 |
Homepage: | http://lambert.jeanphilippe.free.fr |
Additional Links: | erc's Quality • Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
CMC.bsp | 4299 KB | 22.11.2004 |
CMC.txt | 3 KB | 21.11.2004 |
CMC.lit | 1759 KB | 22.11.2004 |
cmc.zip
Cheyenne Mountain Complex
Large underground base map with some Quake2 textures.Tags: base, large, underground, textures, industrial
Editor's Rating: Nice
User Rating:
3.9/5 with 20 ratings
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tough combat here and there. nice size map. ammo/health plentiful. 'SKILL 1'
possible spoiler i suggest saving the secret quad until the gold key is used.
Overall a very solid industrial/base map, with a fairly realistic feel to it. The curved concrete ceilings are nice, as are the massive dimensions and the buttons that clearly do something.
Some parts are a little plain and create the impression of a really talented mapper still finding their feet: this map is already streets ahead of Hatchepsout: The Hell Temple, but not yet in the same league as the superb Castle of the Dark Ages (JPL's next release after this one). Coloured lighting is thankfully toned down/used with better judgment than in Hatchepsout..
Combat is brutally tough (especially initially, but also later on). Taking less obvious routes and sniping can make things easier, but I would still say that this borders on overly hard: Grunts and enforcers might be some of the weakest monsters, but en masse they pulverise the player pretty quickly. The final battle is ironically much easier than the rest of the map, thanks to a generously provided Quad Damage.
3 plus; recommended (to players who either have fast reflexes or do not mind dying a lot).
Finished on hard with 216/216 kills and 3/4 secrets. This map falls into three traps that I hate: too hard early but easier later on; scenery bugs that mean you get stuck on ramps; and slooow-moving scenery (a three-storey lift in this case) that you have to wait around for.
Despite all this, I've awarded four stars because it's a solid, brutal experience in an area whose geography becomes gradually apparent as you progress, and because of the perfectly judged endgame. (I finished on hour hit-points.) This feels like the work of someone who still had a long way to go on his technical skills, but who already had a great feel for actual gameplay -- which is the right way round to be.
So my trawl through JPL history is going well, and if Icantthinkofanickname's comment is to be trusted, about to get even better as I move on to Castle of The Dark Ages.
Better than I remembered. Is there a term for the strictly symmetric monster placement? =)
Replayed this, and loved it. The simple brutality of especially the opening stages has a very Doom-like feel. In retrospect, I consider this the best of JPL's maps. Later ones look much better, but none of them play as well as this.
Overall real nice map. Was a good challenge overall.
I played it with Malice and it works excellent with this add-on, as it has a bit similar color palette. Btw, it would be nice to see some levels for this sadly, and undeservedly forgotten TC, which is my favorite.
It's really cleanly constructed, looks nice, and provides a good challenge. Some might think it looks plain, but the actual Cheyenne Mountain Complex is pretty unadorned. I do admit that the elevator could move a bit faster and the ending is insane (hint: keep the secret red armor for it); however, I think it's very done!
P.S. Seriously, save before the last battle. It's nuts.
...that last part should've read "very well done."
5 Star and tough as hell, played it on nightmare, could only find 3 secrets, but one hell of a map.
JPL's 2nd map is already a huge improvement over his first release. Larger and significantly better layout & architecture, intense fast-paced combat with adequate supplies. Also love the nod to Stargate. I wasn't bothered by the slow elevator, I think it makes for a nice respite between two fights and builds up anticipation of what's coming next. My only minor gripe is that I wish it would look more like the actual real-life NORAD bunker.
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