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HL Comando - Dunkelschwamm

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      This map series looks like some production went into it. It has a confidently misspelled title card (seen above) and proudly announces in the map description from the map database that it is "A server favorite for sure." SCMapDB page Author: Lolako Date of final release: 2003 Maps in package: 11 Map review of HL Comando (originally posted on SCMapDB)  by dunkelschwamm | November 28, 2021 | 2032 characters      Half-Life Commando feels like an oldschool mod in spirit similar to the likes of Azure Sheep or Absolute Redemption- a vanilla experience which recreates much of the style and experiences of the original Half-Life from a new lens and with new challenges throughout. It's a truly beefy experience with consistently decent brushwork throughout which seamlessly blends with segments lifted and remixed from the original Half-Life.      Commando buckles the most under its weight in a few areas where progression is not clearly signposted for the players, or a couple pu

HL Comando - GrandmasterJ

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      This map series looks like some production went into it. It has a confidently misspelled title card (seen above) and proudly announces in the map description from the map database that it is " A server favorite for sure." SCMapDB page Author: Lolako Date of final release: 2003 Maps in package: 11 Map review of HL Comando (originally posted on SCMapDB)  by GrandmasterJ | November 28, 2021 | 1716 characters      This map series plays fairly decently, but suffers from an uninspired premise.      The map series is heavily inspired by the Half-Life campaign. There are certain rooms that are modeled after parts of Half-Life and it's all built to look like Black Mesa. Half-Life already covered Black Mesa pretty well though, so a map series like this needs to do something different or memorable and it just doesn't. I just finished playing and I feel like I've forgotten most of it.      Each map had a consistent quirk where right as my teammate and I got tired of the