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PostPosted: 23 Mar 2009, 18:14     Post subject: 23/03/2009 - "Strange World: Part 6" by DavidM
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Map Title: Strange World: Part6
Author: David Münnich
From: Strange World
Filename: Strange6.unr
Video Playthrough: http://www.youtube.com/watch?v=ifWup9EOr2U
http://www.youtube.com/watch?v=ma5FY1SgKEU

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Synopsis: You have accidentally ended up on a sky island inhabited with the last of the Skaarj resistance, time to find a way down.


Last edited by Mman on 29 Mar 2009, 14:58, edited 2 times in total.

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PostPosted: 23 Mar 2009, 20:37     Post subject:
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Hot on the heels of Na Pali Haven, I know, but I assure you that this WAS random!

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PostPosted: 23 Mar 2009, 20:58     Post subject:
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"sorry about the framerate"

wtf!!!!!!!!!!!!!!

I'm not the biggest fan of david munnichs work.. but this IS a good map. I will admit that he has/had? great talent


Last edited by jackrabbit on 23 Mar 2009, 20:59, edited 1 time in total.

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PostPosted: 23 Mar 2009, 20:59     Post subject:
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A good map. Although Strange World is (or was) overplayed at Unreal 1 coop servers, which tends to make it boring.

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PostPosted: 23 Mar 2009, 21:27     Post subject:
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Oops, I missed commenting the nice village guarded by weaksauces Krall!

This Sky Island follows the same example of Na Pali Haven: it has a long, flat piece of terrain. But it looks uglier here, especially the area around the town. At least this trend was fixed by Atje's Na Pali Heaven D:

The village here looks empty as well, but the interior of the buildings looked a lil better, especially the church (which seems to be always the best building on a Sky Island).
At least the map gave me the SkyTown feeling, with a greater emphasis of the "tranquil" side (also caused for the not really serious atmosphere of the map pack).

I don't remember a lot about the gameplay, but there were nasty fights against some Skaarj if I remember well. The objective of the map was about searching some stones, and I liked that way of making you explore the place.
Anyway, battles were ruined - not always... - by the awesome power of the Railgun. You could just PrimaryFire everything and go ahead in the game. And I wonder why there was an ASMD throughout StrangeWorld.

Then there was a secret area in the open area at the beginning. A la DM-Barricade. A concept which I like. Too bad the secret area's content were a bit of game-breaking.

Anybody noticed the translator message in the altar of the church? I bet that DavidM was probably thinking about something, someone when he was doing this map :B

It's a bust that StrangeWorld didn't have a sequel. Instead we got ONP :p

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PostPosted: 24 Mar 2009, 02:36     Post subject:
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Wow...don't really remember this level altho I love the sky island theme and played the pack more than once....got to revisit this one for sure................

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PostPosted: 24 Mar 2009, 03:26     Post subject:
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I thought this was the best of the Strangeworld maps. What I really liked was the guided missile launcher. You could guide a missile over or around a wall and kill an unsuspecting Skaarj. BTW, What ever happened to David Munnich?


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PostPosted: 24 Mar 2009, 13:44     Post subject:
Skaarj Elder
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I only just played Strange World on the weekend so I remember this one well.

Great map, one of the highlights of the pack! :)

Although the whole thing was great fun ecspecially the Railgun... :tup:

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PostPosted: 29 Mar 2009, 15:22     Post subject:
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I just used allammo and had some fun with the awesome rocket launcher. "Sorry about the framerate" with about 60 FPS going is pretty funny too :) .

This level has an interesting twist on structure for an Unreal map; instead of working towards an exit you are in a semi-open environment with a pretty obvious exit that can be found from the start and have to find the objects that allow you to access that exit.

Too bad about the couple of outright disruptive BSP holes that are almost guaranteed to kill you if you don't know they're there, the level could have maybe done with some terrain height variations too, although the buildings do provide plenty of Z-axis gameplay.


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PostPosted: 30 Mar 2009, 01:20     Post subject:
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I somehow loved this map back in the day, although the only thing that really always bothered me was...

the ground, the same dirt texture was used everywhere, giving the village a monotonous feel which was really sad because the rest was simply excellent (for its time)

I think the map is best played in coop, even today i can't get enough of it in coop because its so non linear, that unlike the other strangeworld maps.

"sorry about the framerate"
yeah right! my 233mhz with 32mb of ram was completely DYING when playing this map! a total shock compared to the other strangeworld maps.
nowadays i don't mind getting 60fps at 1920x1200 ;) ;) ;)


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PostPosted: 30 Mar 2009, 09:00     Post subject:
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The map looks great, but the gameplay lacked. Too much searching for switches etc. to open the next door.

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PostPosted: 30 Mar 2009, 15:13     Post subject:
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oh wow.. cant' remember this map actually and according to the vids it looks really good! Thanks MMAN for the vid... need to replay this sometime soon.

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