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USP-10, "Temple of Novana" by MMAN UGITU

Story

After exiting the cave from the Palace of Chizra you enter a corridor amid moist dripping sounds, but where’s the drops…no matter. Proceeding on, you emerge to an open outside courtyard. It’s still nighttime, and the rain falls from a lightning streaked sky. Some unfortunate humans have met their end here but you’re determined to push on. Finding the means to proceed you enter a very Chizra-esque environment; moist, dripping and with sinuous vines upon the walls. The Skaarj have defiled yet another Nali temple and you feel a duty to help them while still finding a way to get off this damn planet. The legend of Carpathus is learned, who rid the planet of the Sky Demons before, and has been preserved asleep by Novana in depths below. This map has undergone extensive expansion by the author both vertically and horizontally! Proceeding onward, one learns that certain floodgates must be opened allowing access to the Worship Room and ultimately a means to disable the Skaarj forcefield preventing your escape and exit from the level.

Creatures and Items

Weapons acquired: Weapons acquired: Automag, Stinger, ASMD, Eightball, GesBioRifle.
Enemies encountered: Tentacle, Manta, Krall, Gasbag, Skaarj.

Architecture

As stated, a setting quite reminiscent of the original Chizra in areas, quite well effected. Many cubic shapes augmented by sound use of the 2D editor are perfectly representative of what one would expect for the setting. Chambers, corridors, bridges, outdoor areas…all quite nice, atmospheric and imparting a genuine Unreal feel. Nice details abound, in harmony with the setting, including some slowly swaying chain hung torch holders. In summary, simply but effectively accomplished.
Score:

Texturing

All the sets one would expect are here; Ancient, Crypt2, DecayedS, GenEarth, GenFluid, GenIn, GreatFire, Mine, NaliCast, and others. No major offences. While one or two minor misalignments were found, one would be hard pressed to see them during normal gameplay. The chosen textures really make this level, giving that organic, moist temple feel.
Score:

Lighting

Some nice work here! MMAN was not afraid to work with various colors, and the result is quite striking. Torches run the gamut through several colors achieving an atmosphere which is truly mystical in keeping with the temple setting.. In addition light properties are tweaked to good effect in certain areas. An example is the Worship Room where nice use of the cylinder light type is evident. Throughout the level zone lighting is used in conjunction with light actors to good effect.
Score: 8

Sound

In keeping with the setting, appropriate Ambient and Dynamic Ambient Sound actors are used well. This is a moist, soggy environment and represented well aurally. The theme is maintained well for both exterior and interior areas. Nice creaking sounds are triggered when passing over some plank bridges, but if you stop in a certain spot, the sound loops. Sacred.umx indeed compliments the setting, and music events transition change in certain areas well, though the switch to Wargate.umx upon activating the floodgate seems somewhat abrupt.
Score: 7

Technical Execution

Solid technique here. Alarm Points, Exploding Walls, Explosion Chains, Music Events, Precipitation Generators, Special Events, Triggers etc. all make for a good interactive environment. In the Worship Room some pottery seem to levitate slightly above the intended surface, but this and the bridge creak are minor at best to a job well effected.
Score:

Gameplay

The level possesses engaging gameplay. While gratefully not as brutal as the previous level, one is still well occupied. Whether engaged in combat, or following the messages and clues to progress onward, the author does not disappoint in the combination of exploration, combat and informed goal achievement.
Score:

Overall Effect

A major improvement over the 1.0 version. Nicely expanded and a solid combining of elements resulting in a level imbued with an atmosphere of antiquity and interesting gameplay.
Map Score:

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Quick Links | Introduction
1. Back Again
2. E'Nara Town
3. Cellars of E'Nara
4. Temple of Somana
5. Valley of Shia'dorle
6. Catacombs of Shia'dorle
7. Shia'dorle Refuge
8. Nd'defel's Defeat
9. Palace of Chizra
10. Temple of Novana
11. Entry to Triskaden
12. Triskaden Station
13. Nuk'Ratha Pass
14. Fortress of K'etrith
15. Kra'Filnish Valley
16. Location Z-14
The Déjà Vu Story | Final Comments