Top 5s (Final Form) Created 9 years ago2015-02-04 19:14:41 UTC by Jessie Jessie

Created 9 years ago2015-02-04 19:14:41 UTC by Jessie Jessie

Posted 9 years ago2015-03-05 13:14:40 UTC Post #324530
Facing Worlds
Face Classic (which I believe IS Facing Worlds for UT2004) would have been my second choice for UT2004's placing level. Fun indeed!
The Camping Grounds (Q3DM6) - Quake 3
Runners up: The Longest Yard (Q3DM17), The Very End of You (Q3TOURNEY6)
And while I can't say The Camping Grounds ever really grabbed my attention, I do love your Quake 3 runner ups. I seriously considered letting one of those into my list, but it's been quite a long time since I've played it.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-03-07 07:58:00 UTC Post #324554
5. The Monastery - Painkiller
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I'll be honest. I prefer games to have a deep story and I'm not often pulled in by the endless kill arena style shooters. Painkiller kept me entertained throughout and one level that always stuck with me was The Monastery. This video is a perfect summary of the levels eery qualities from the music itself, to the whispering caves beneath the main building and the utterly horrifying bell chimes (check at 4:14 in the video... seriously) which you can hear grow louder and louder as you climb to the top of the tower to end the level.

4. DM-Morpheus - Unreal Tournament
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There have been remakes in Unreal Tournament 2004 and will likely be another in Unreal Tournament 4 (or whatever the new one is going to be called) but the original Unreal Tournament had the BEST version of DM-Morpheus and I sunk an embarrassing amount of hours into it in my youth. Playing on a LAN with just a friend and my brother in law, the low gravity skyscraper arena was the ideal map for Insta-Gib and never stopped being fun. I even fired it up recently in classic UT against some bots and while it was nowhere near as much fun as with real people the level still totally holds up.

3. Bounce - Half-Life
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I don't even need to include a screenshot of this one. You've all played it. This is another one that really comes back down to the old LAN network back in the day. This map was what drew me to sniping in games and it's a play style that has stuck with me through Team Fortress, Battlefield and the Unreal Tournament series. So many places to hide and yet, you can still dominate your foes if you find a good spot with access to more crossbow bolts.

2. Snowy Park DM - Medal of Honour : Allied Assault
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Yup, so this is another LAN favourite from my early teens. Once again just me, my brother in law and a mate, all sniping each other. This is different though. Snowy Park DM took place in the dead of night, the wind howling with distant war sounds echoing through the trees. Not only that, but aside from a few areas with lamps, the map is covered in fog and you can only see a few hundred metres in front of you. Genuinely tense and probably the only time I have cowered behind a rock, terrified to move IN A GAME.

1. Caribbean Catastrophe - Duke Nukem - Life's a Beach
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Ok so when I was a kid, Duke Nukem 3D was my absolute favourite game (and I am yet to forgive 3D Realms for the monumental fuck up and Gearbox for releasing the monumental fuck up). Every level of Duke Nukem 3D and most of it's expansions took place in massive city environments, all taking place at night (or in space). Duke Nukem - Life's a Beach was a Caribbean themed expansion which replaced all the enemy sprites and wa with holiday themes and changed the skybox to a clear blue sky.

The opening map named Caribbean Catastrophe, not dissimilar to the name of the first DN3D level Hollywood Holocaust, starts with you surfing onto the beach before fighting your way through a hotel with a fountain, a shark tank, a pool, a gift shop and a bar. Not to mention that you can access all the hotel rooms and the elevators all play terrible elevator music to boot.
Huh... I guess no level has really impressed me since the early 2000s... Get it together games industry!
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-03-11 02:52:08 UTC Post #324616
I can't say any level of Painkiller really stood out to me. It all struck me as a bit same-y. Morpheus is okay... but Bounce? I love Bounce. I think if for no other reason, it's because of bouncing satchels over the wall and up into people's hiding spots. Such fun ^^
Jessie JessieTrans Rights <3
Posted 9 years ago2015-03-25 01:12:28 UTC Post #324984
Top 5 Secrets / Easter Eggs?

(Might be a bit too niche to get good results. If you've got a better one, be my guest.)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-03-25 20:37:04 UTC Post #324991
Oh boy this is a good'n.
Posted 9 years ago2015-03-25 21:10:49 UTC Post #324993
I'm having trouble thinking up a list. There's probably more than these three that I liked, but these are the only ones that come to mind at the moment.

In no particular order:
Halo: The Siege of Madrigal
In Halo 1, 2, and 3 (and probably more, but I haven't really played much Halo past those), if you stand in a certain spot in a certain level in each game, music will start playing.

Kerbal Space Program: Anomalies
I like these because the vast majority of them can be extremely difficult to find or stumble across unless you're using mods of some sort. They're spread randomly through a solar system, and unlike other games there's no fast travel system. The entirety of each planet is accessible, and if you want to go somewhere you have to build a ship capable of getting there and pilot it yourself.
There are a variety of different anomalies, but probably my favourite is the Niel Armstrong memorial:
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If you land on the Mun at the same coordinates as the Apollo 11 landing site you will see this memorial.

Left 4 Dead 2: Re: Your Brains
It's on this jukebox.
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I have that song on iTunes. Jonathan Coulton is pretty cool.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-07-17 13:24:45 UTC Post #326474
Reviving this thread because I started writing up a massive list for Top 5 Levels at the time and then totally forgot to post it!
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Bluff Eversmoking (Unreal)

Hard to decide on a favourite Unreal map as almost all of them share that amazing sense of being lost on a moody, alien planet, but I'm going to go with Bluff Eversmoking. This level is still a fantastic sight after all this time. A humble little Nali monastery perched on top of a large crag, high above a vast lake. Night has set as you enter the Bluff Eversmoking in search of survivors of a downed ship, only to find the monastery desecrated by enemy warriors. Nali priests are being tortured to the tolls of their own bell tower, and before long you come to find the sole survivor of the crash has already met a depressing end. This level is a fantastic combination of non-linear exploration, environmental storytelling, cool secrets and heavy atmosphere. It ends with a cable lift ride that circles around the monastery for no reason other than to show off a creation the devs had every reason to be proud of. It also helps that it's paired with some damn good music.
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Liberty Island (Deus Ex)

While I see a lot of people talking about just how daunting this is for a introduction level, I can't help but disagree. If you went through UNATCO training, you were more than prepared enough for this beauty, but none-the-less it pulls off a number of clever tricks to get you underway regardless. The most obvious thing is the circular layout of the level, whichever route you take at the start, you always circle the main objective: the Liberty pedestal, visible from every inch of the map. When you first exit the docks, there are two initial directions you can take: straight ahead (well lit and heavily patrolled) and to the right (a shadowy path with a lone guard). Those who want to get shooting (and who probably chose the GEP gun) will more than likely take the forward path, while the right hand path is the obvious choice for sneakers. After that the whole island is fair game, and there are a number of curiosities about the level that give you small, contained introductions to the various game systems. Off the coast of the north dock is a sunken boat, locked tight and easy to miss, but with crates of goodies that are awfully tempting to those with the appropriate swimming and lockpicking skill. To the east is a small maintenance bunker of sorts that introduces players to environmental hazards, namely electricity, and the idea of manipulating the environment (or using sheer brute force) to overcome the danger. Around the rear of the pedestal is a large container pile that can be used to silently climb the tower, skipping the heavily guarded ground floor, and the entirely optional objective within (rescuing Agent Hermann). This level really is a perfect microcosm of the Deus Ex experience, and it does all of this without loading zones or blatant signposting.
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The Sword (Thief: The Dark Project)

Garrett isn't usually one to take requests, but the blind promise of reward for a easy nights work quickly places him in the mansion of the eccentric nobleman Constantine. It starts off simple enough, you've robbed many mansions like this before, but in short order things start getting weird. Entire rooms are filled with vegetation, and the corridors throw you off with ever-changing scale and direction. Next thing you know you're stumbling through upside down rooms and halls that twist, swimming through a bath in the ceiling, and witnessing an impossibly expansive void in the middle of the mansion full of stars. Guards with strangely lit grimaces patrol the corridors, hinting at a second nature you won't discover until it's too late. There is more to Constantine and his mansion than you could have possibly predicted. It turns out he hired you to rob his own mansion, and he has big plans for you when you succeed. This is the level where Thief really starts showing off it's intriguing, bizarre world, and the mysterious forces that operate within it's shadows.
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Lady Boyle's Last Party (Dishonoured)

Dishonoured does a pretty good job of letting you complete it's missions in interesting ways, but it really goes all out in this level. In most missions you'll simply sneak or stab your way through, but here, with the help of a stolen invitation, it lets you walk straight in the front door as an honoured guest. You can socialise with other party goers and learn about your target, snoop around upstairs, and spend your time admiring the rather ridiculous luxuries these nobles enjoy in the face of a devastating plague that's crippling the world outside. The whole mission plays out as a clever little investigation: you must determine which of three party guests is the correct target, as all three are wearing near-identical costumes. Or you can just bag all three and win by sadistic process of elimination! Apart from the main mission you can also engage in a duel with another guest, which is the only time in the game you can shoot a man's face in the presence of guards and not have them jump down your throat. All in all a really cool switch-up of the games standard rules with lots of awesome little touches, and it's also dang pretty.

Couldn't decide what to place in fifth, so here's a bunch to pick from:
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Life of the Party (Thief II: The Metal Age)

This one seems to be the favourite of Thief fans everywhere, and it's easy to see why so many people choose it. In the space of one single level you will scramble across rooftops (the Thieves' Highway), rob a small traders bank, interrupt a couple of bumbling thieves, stop by a Necromancer's tower to summon some zombies, witness the hilarious guards of two feuding nobles slaughter each other, infiltrate a masquerade ball in a massive 6-story Mechanist tower, discover the enemy plans, evade a trap and make it home in time for breakfast. It is sprawling in every sense of the word, and while these games were never on the cutting-edge of graphics tech back then, it's a wonder the sheer complexity of this map didn't just explode computers back in the year 2000.
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Groznyj Grad (Metal Gear Solid 3: Snake Eater)

Even through the game centers on it's wilderness survival levels, it feels like the entire game was building up to this massive concrete fortress in the heart of Tselinoyarsk. You'll spend a lot of time here at the end of the game as you break in and work your way from the very extremeties of the base to the humungous hangar and research facilities at it's core. Things don't quite go to plan of course and you also end up spending some time in it's prison, but oh well.
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Frigate Crash Site (Metroid Prime)

The entire planet of Tallon IV is a damn masterpiece of location design, but a personal favourite location is the frigate crash site, which turns out to be none other than the frigate you inadvertently brought down at the very start of the game. When you arrive here late in the game you've already had a nice, long look at the various locations on Tallon IV, fought through hell and learned much, and the more subdued tone of the level gives lots of time for reflection at how far you've come. The thing that really makes it though is that this is playing the entire time.
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Bridge Point (Half-Life 2)

I didn't really appreciate this level when it first came out, but in retrospect there's a lot of love about this level, particularly it's re-use of space and scale, even if it sort of brought 2004-era Source to it's knees and has a serious case of Silent Hill fogitis. The route over the bridge is blocked by a Combine forcefield, so you have no choice but to scramble under the bridge, over it's broken pathways and steep supports, just to flip the power switch all the way on the other side. Naturally the journey back isn't going to be easy either, as a Combine gunship decides to ruin your day. And then of course when you do make it all the way back and start your crossing a Combine train decides this is a fine time to come roaring down the tracks towards you. At least it's a fine opportunity to play target practice with seagulls.
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Morpheus (Unreal Tournament)

Urby beat me to it, and it seems like people have UT pretty well covered already, but I'm still going to list this one. Three towers of increasing height, gathered around a central platform holding the hotly contested rocket launcher. The roughly circular layout and varying levels of access make for a perfect flow as people dodge around the towers in low-gravity vying for dominance of the best weapons. Why anyone would build towers so damn tall they breach the planet's atmosphere is a question best left unanswered! Mandatory music link.

The thread can go back to being dead now...
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-07-17 14:57:07 UTC Post #326475
Bridge Point is certainly one of the most impressive and memorable Half-Life 2 levels. It's a shame it didn't do a little more for the way back, really.
Gotta love Life of the Party. Man, I gots to finish playing through Thief 2 again.
Speaking of Thief, I can't say I really liked The Sword much. It was alright, but I preferred the likes of Assassins. (I think that's what it was called, anyway.)

I'd be happy to do more. A new prompt, perhaps? (I'm not doing another one.)
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-17 20:00:53 UTC Post #326476
Nice one, Strideh. I approve of your correct (yet incorrect due to proper noun rules) spelling of Dishonoured.
I should really replay HL2. I haven't played through it for probably around five years. :o I think if I was to put a HL2 level in my list, though, it'd probably be one of the Ravenholm maps simply because of how memorable that whole chapter was.

Bringing this down to five was more challenging than I anticipated, and I know for a fact I'll remember potentially better choices at a later date and kick myself.

With that said, let us begin.

5. Invitation to a Party - Hitman 2: Silent Assassin
September 2002 - Thirteen years ago and a young, bright eyed Archie tears open his copy of PC Gamer magazine. On the disc included - a demo of a game so hotly anticipated by me and my friends that I was basically shaking with excitement. It's Hitman 2!!! There are arguably more tactical levels in the game, and certainly prettier ones, but in the month leading up to the game's full release I must have played through this level two hundred times, trying every possible method to silently eliminate the target and complete the objective. It's the perfect example of a great Hitman mission: A primary target, an optional target and an objective briefcase which must be secured. Beyond that, you are free to complete the mission however you see fit. Glorious.
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4. Vire River Valley - Company of Heroes
Three intensely contested bottlenecks and some unimaginably defendable landscape beyond lie on either side of the Vire River in this classic RTS map. Locking down all three crossing points creates an extremely tense stalemate where artillery, airstrikes and cunning ploys become far more important than in other less linear maps. This really, really played to the strengths of CoH's ingenius cover system and created some of the best balanced, most tense encounters I've ever had in gaming.
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3. The Map - Dota 2
I mean, yeah. It's the definitive version of the definitive MoBA map layout. Balanced down to the pixel, subtle routing provides some absolutely incredible opportunity for clever tactics and teamplay. Incredible Dota plays are more watchable than just about any other game, and it usually comes down to playing the map so brilliantly that even an opponent with thousands of hours clocked wasn't expecting the move. It's a tug of war with one of the most restrictive Fogs of War I've ever seen in gaming, and that means vision of the map is absolutely paramount. With wards providing vision of the map, even a team pushed back to their very last towers can still create a tactical play and win. It's the evolution of the chess board.
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2. Strike at Karkand - Battlefield 2, Battlefield 2142, Battlefield 3
This was a real toss-up between Karkand and Wake Island - and even potentially Gulf of Oman. They're the three maps I would consider to be iconic Battlefield locations, and they are utterly brilliant. Strike at Karkand wins the spot because it arguably allows for slightly more tactical play than the others, with the fantastic blend of wide, open streets and tight close-quarters back alleys. It's the perfect example of Battlefield's strongest point which is blending vehicle and infantry combat in an incredibly fun way. BF4 really suffered from its map design either being too vehicle-friendly or too infantry-friendly. It never matched the perfect combination of the two seen in Strike at Karkand.
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1. cs_assault - Counter-Strike
Arguably completely imbalanced and ugly even by the standards of when it was first released in CS Beta 1, Assault still really stuck with me for some reason. I think I first encountered it in CS 1.5 which is what was shipped with the HL Anthology edition. It was the first map I played in Counter-Strike, and therefore it was my first example of an online tactical shooter. Up until that point I'd only ever played deathmatch games online. It was a total game changer, and despite its many flaws, I would still love to play a few rounds on this right now. I honestly can't even say why I love it so much - I just have so much history with this map.
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Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-07-18 11:13:18 UTC Post #326481
Jessie: I love that guard exchange so much. Never fails to crack me up. I did consider Assassins, because it's easily one of the top missions. Garrett's idea of revenge is the ultimate insult, and I always leave Ramirez face down and unconscious in the stables of his beloved 'pets'.

Archie: Noun rules schmules. Made to be broken! I can't believe I forgot the Hitman games, there's a hundred great levels in Silent Assassin alone. The string of Japanese levels right after your choice are particularly great.

On the topic of a new topic, has Top 5 Mods been done? It seems like an obvious one.
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-07-18 11:53:59 UTC Post #326482
I know we've done Top 5 Expansion Packs/etc., not sure about mods though.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-18 19:41:14 UTC Post #326484
The string of Japanese levels right after your choice are particularly great.
I found those unpleasantly difficult, I never liked them. Especially the one where you have to ride in the back of a lorry behind some crates, the lorry always runs someone over due to stupid AI and you need to start over.
Posted 8 years ago2015-07-19 06:44:35 UTC Post #326487
I absolutely hated Hidden Valley and At the Gates. I'm sure they're fun if you don't care about rating, but as I was trying to get Silent Assassin on every mission they were horrible. Somehow you would be recognised as an intruder from fifty metres away, through blinding snowstorms, while dressed in a disguise that leaves no skin uncovered. I eventually managed to get Silent Assassin on all of them, but I had to reload saves innumerable times on these two missions.
To give an idea of how frustratingly difficult they were, read the trivia section of the page for At the Gates. "If you manage to get Silent Assassin on 360 version, don't be surprised if your Xbox Live account is audited for suspected cheating."

I quite liked the music in the Japanese levels though.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-07-19 10:18:25 UTC Post #326488
Heh, admittedly my favourite memories of those missions are the son's private estate and the castle interior. I remember a bit of trouble in the valley, but I wasn't trying too hard for Silent Assassin, and the St. Petersburg levels are the ones that stick out in my mind as subpar. I'll have to fire the game up again sometime soon and remind myself.

EDIT: Okay, those trivia comments are pretty damning. Top 2 worst levels ever!
Strider StriderTuned to a dead channel.
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