There is no story or background to this 14 map collection and there levels are a quite repetitive.
The action is relentless and the difficulty ever increasing.
Can you reach Xen and the special portal?
Basic Details
- Title: Freeman’s Fight
- File Name: hl1-sp-freemans-fight.7z
- Original File Name: fm_fight.zip
- Size : 1.14MB
- Author: [DFA]BLACKlue
- Date Released: 16 December 2001
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Installation Instructions
- Copy all 14 Freemans_FightXX.bsp files (where XX is the file number) into your Half-Life 1 Maps folder.
- Launch Half-Life 1
- Open the console and type map Freemans_Fight01.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Help page.
Screenshots
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WARNING: The screenshots contain spoilers.
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Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 0 Hours, 35 Mins
Shortest: 0 Hours, 35 Mins by Dmitry
Longest: 0 Hours, 35 Mins by Dmitry
Total Time Played: 0 Hours, 35 Mins
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 0 Hours, 35 Mins
Shortest: 0 Hours, 35 Mins by Dmitry
Longest: 0 Hours, 35 Mins by Dmitry
Total Time Played: 0 Hours, 35 Mins
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I prefer strong stories and characters, but have to state I enjoyed very much this nonstop fragfest. The level design is somewhat repetitive, but some of the set pieces are astonishingly good. There’s also wit in the placement of enemies (mostly marines, but a nice sprinkling of extraterrestrials).
If running and gunning is your thing, you’ll want to play this little gem.
Repetive, yes. Each map has many elements repeated in the next. Too many pointless rooms with the same design and the same enemies to fight. The same access card on the same box to open the same door to get in the same elevator……..to get to the next similar map.
This is called padding (or cheating) and makes for a tedious trip through predictable levels, until you get to a very poorly designed “xen” area. Which, not suprisingly, is repeated.
This mod starts well and although the maps are bug free, the lazy way they are repeated ruins this for me.
I had a blast playing this one. The mapping is very plain but in some cases it seems “right” and this is perhaps the most repetitive map collection ever!
As has been said, there are a lot of pointless rooms but I suppose since there is no story the point comes from the action of killing everything.
One word of warning: at the beginning let the automatic elevator go all the way to the bottom otherwise you might get stuck not being able to come back up.
I found each level a little harder than the last but there was always plenty of ammo and health, although I did struggle to finish the lab levels without cheating.
Let’s be clear; this mappack doesn’t look very pretty but the actual action is fun. I even nearly put this as one of my favourites. As usual I felt rushed to finish it today and might find time to play slowly and carefully.
Also, I love having all of the weapons, especially when I don’t need them.
Wish I counted how many army grunts I killed, must be nearly a hundred.
I hate to give just Maybe rating, but…
Mapping .. “Big lines” are ok, I like those. Few stupid dead ends, but not that much. Where are all the little details then, empty hallways, empty rooms, empty everything.
I have this feeling that he made this maps first, then for some reason got bored and added some grunts and few xen mobs and released it without any playtesting.
Story + puzzles or two (there is “get keycard”, I know I know) and more details to maps and this would be great mod. Maybe there was some plans for story, because you can save those scientists now.
A simplistic concept and layout which consists of multiple Grunt shot-outs, with quantity overpowering the quality. it’s very much a matter of clearing room after room of Grunts, seemingly without much purpose.
Each map follows the same format of descending elevator, Mesa passageways and small rooms packed with Grunts, so nothing in the way of imaginative design, layout, content or furnishing. Equally there is nothing in the way to tax your brain, no puzzle or situations to solve just the old alien to encounter and keycard to find, which is always in the same place.
As a gun feast, this does not rank high on the list, there being many better examples of this limited format, examples that generated far more meaningful and challenging encounters without so much repetition.
Thankfully after 12 maps of almost identical surrounds and gameplay we get a welcome change of environment with maps 13 and 14.
Fun for a limited period.
Hmm, that sounds like one of those randmap generated mappacks.
This pack was generated with Randmap, no question. I’ve used Randmap before, and I’ve unwittingly reviewed a Randmap pack before.
Hence the dead ends, lack of ambience, etc. Sure, it’s fun enough combat but it was auto-generated by a clever program.
Primitive and simplified Half-Life remake.
At first we arrive at the labs with empty and monotonous corridors and dead ends to run and experiment. Suddenly, the crystal explodes. The door mechanism also explodes, so we have to leave the chamber through the ventilation. Then we have to go through labyrinths packed with soldiers and monsters. The level layouts are good, but the design is a continuous self-duplication, empty corridors and rooms with crates. It feels like these expressionless labyrinths were created by some computer program. The gameplay is fun, but definitely no replay value.
Unexpectedly we find a teleport to Xen. But there’s nothing to look at. And another portal will move us to the main menu.
Istead of producing this heap of maps, the author should have put all effort to make one or two great maps. That way the result would be better. Or, he should have learnt the proper mapping if the levels were really generated with a program.
This was not my idea of fun, but before I go on, this map-pack crashed at every transition. I had to ctrl-alt-delete to exit every map and strangely enough task manager said ” Typical Disaster (Not Responding)” even though this is a completely different game? This left me having to start Half Life 14 times!!! I had no choice but to use ” Impulse 101″ each time and after the first couple of maps ” God” just to get the thing over and done with as fast as possible.
If, as has been suggested this is the product of some kind of automatic map generator then it should have never been released. While the look was Ok-ish, to have it the same map after map after map it very quickly became tiresome. All it was for the most part, was exit lift > fight your way to the next lift with a few different enemies added after a while, even the last few maps on Xen were the same, albeit using portals instead of lifts. What is starting to annoy me with some the releases in the 100 so far is the lack of balance in the combat, I like an (imaginary) fight as much as the next man, but I’d like a bit of thinking as well.
Even ignoring the transition problems, if this had not been part of the 100 I would most certainly not have continued past the first couple of maps.
On the upside looking at the image at the top of the page I didn’t realise the grunts had any British soldiers, although they haven’t worn a busby in combat for around a hundred years.
It is quite repetitive. The quality isn’t that bad but it’s less fun because you know where the key card is on one floor. It’s in the same place it was on the last floor!
I know repetitive could be the adjective to this one, but I liked it and I actually can say it was pretty good, I mean if u care about combat against grunts and a sipicy touch of xenian ennemys then this is for u, I like the Xen, touch at the last levels, and I felt it more as a close combat simulation, than a propper mod, but I think it was good enugh.
I won’t rate as I couldn’t proceed. Tried five times letting the automatic elevator get to the bottom, and yet every time when its time to go back up, the elevator just moves slightly further down and then nothing happens.
There is no point in me doing a recommendation for this because I kept crashing in between every transition. Anyone know how to fix this? I don’t want to have to cheat to get past it.
This mappack was pretty pointless but I has so much fun just killing stuff that it didn’t really matter. I also have a nagging suspicion that this mappack was probably a bunch of test maps.
The maps aren’t terribly pretty, nor is the layout of each level terribly logical but that doesn’t really matter because this map is obviously based around the combat. Each level seemed to get slightly harder than the previous one as more enemies and greater variety of enemies were encountered.
Each of the indoor levels did look surprisingly similar so I’m assuming that the mapper reused a lot of the same room and hallway prefabs or it could have been random generated.
There were the usual variety of alien and human opponents to fight through. There were also plenty of them to shoot, with enough cover so that you don’t get shot by everything simultaneously. Overall, the maps weren’t too hard to play though because there was plenty of ammo and health.
I also enjoyed using the variety of weaponry available with worrying about needing to conserve ammo. In fact, I found out that the Hivehand had a secondary fire, which I haven’t ever used before.
All in all, this map is only good for a mindless shooting spree. If you care about quality mapping with story and a variety of gameplay, then skip this one because it has none. However, if you are in the mood for mindless killing of virtual beings then this will give you something to do.
Yeah… this map set reeks of “random map generator’. While the generators themselves are always a thrilling toy for users and an interesting challenge for software, it’s not really fair for someone to post the product of one as their own work :/
On it’s own merits, the map generator is not the best I’ve seen either. Lots of corridors to nowhere, little decoration in rooms, and grunts seem placed… well… randomly…
If you want something worth your time, get the Map Generator itself!
Freeman’s Fight is a large map pack at heart a straightforward romp through Black Mesa and Xen (the latter briefly) with the standard human and alien enemies, but at the same time is seriously let down by incompetent mapping.
There’s really no other way to put it – level design really reeks. Attention to detail? More like attention to nothing in particular, because aside from the rare fixtures of scenery (crates, furniture, lights), the levels are barren. The major interconnecting hallways are completely empty and lacking of even texture variation. Rooms in between do a better job, but even then their boxy, simplistic nature is obvious. On top of this, 12 of the 14 levels turn out to be architectural repeats of each other!
Trudging through twelve highly similar maps is, in a word, boring, especially when it seems there’s no end in sight. Fortunately the way to the end is blocked by some female assassins, tons of Marines, and the standard gamut of Xen aliens. Combat can be especially hard on Difficult skill due to the sheer number of Marines, so play on Medium or Easy (skills not included – they need to be manually set at the console). The default is Easy and indeed it was – in fact, probably too easy considering the number of MP5s that can be left lying around. Thus combat can be unbalanced, but still engaging nonetheless.
Bottom line? The poor (and lazy) mapping on display here really devalues Freeman’s Fight, draining it of any real enjoyment. If the author had taken the time to create consistently interesting backdrops with at least a little complexity this would probably be worth playing. As it is, it’s simply a less-than-mediocre map pack recommended primarily for the desperate.
Notes
This review is republished here by permission and was originally published Thursday, 4th July, 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.
It’s still possible to complete on Hard. But some floors has too many freaking soldiers, dozens and dozens just in one floor. It gives a Hive Gun as some advantage, but still maybe some more grenades would be nice. One of the good things is that stations are removed and all health and armor are all pick-ups. Still if you sleep, you may say good-bye to play it on hard. It is quite frustrating to eliminate so many grouped soldiers by 1 meter between them. The last levels seems to be more relaxed levels than first floors.
Manually
Hard
35 Minutes