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PostPosted: 04 May 2012, 12:11     Post subject: 04/05/2012 - "Velora Pass" by Jeremy War
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Map Title: Velora Pass
Author: Jeremy War
From: Unreal
Filename: veloraend.unr
Music Files: Guardian.umx


Video Playthrough:


Synopsis: After using a Skaarj Portal, Prisoner 849 ends up in a valley that doesn't seem to be completely deserted...

Discuss!


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PostPosted: 04 May 2012, 12:27     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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Sorry for the delay, D-D wasn't around this week I guess.
Thanksfully this MOTW is about a pointless map ripped out for from a cut Nali/Underground section. Honestly I don't get why they decided to leave this one in the final game.

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PostPosted: 04 May 2012, 17:05     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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I like it. Took me forever to work out the trick to kill the titan. I used to just eightball the bugger to hell

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PostPosted: 04 May 2012, 18:42     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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I'm a fan of Velora Pass. It's nothing fabulous, but as a small transition level with an atmospheric boss battle there's not much it's missing.

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PostPosted: 05 May 2012, 00:43     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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Oops, sorry guys. I've been moving all week and didn't realize it was my turn.

This map is good for what it is. The skybox is nice, and JW was such an integral, albeit less "famous", part of Unreal.


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PostPosted: 05 May 2012, 03:21     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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It's a nice transition to Bluff Eversmoking, but it would have been nice if it were more than that.

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PostPosted: 06 May 2012, 02:17     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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Twuz cool, this map has some glitch with that bridge from the DK coop maps, might have been once but I think you might not see the bridge even though it is there.

Like a flickering mover problem and it don't come to the top or something like that.

I liked it because you beam into the map and is a good intermission-transition map, fun !

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PostPosted: 06 May 2012, 02:40     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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Decent as a boss/transition level. I like the way the bridge provides an alternative (albeit kind of obscure) method to take out the Stonetitan. If you fight it straightforwardly the arena (outside the somewhat exploitable open space at the entrance to it) is a nice mix between cramped and open that plays to the enemie's strengths, and I recall finding it quite challenging the first time I played the game.


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PostPosted: 06 May 2012, 13:00     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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Guardian.umx crashes one of my UT installations, so that's probably the big reason why I hate this map more than I did before. Worst boss battle of the entire game as well.

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PostPosted: 06 May 2012, 13:21     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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I thought the boss battle was pretty sick. What's wrong with it? The atmosphere was epic imo. Felt like something out of LOTR-crossed-Indiana Jones with the giant statue of a titan coming to life as you take the dp power up.

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PostPosted: 06 May 2012, 13:26     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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Extremely boring and exploitable. It's just a Titan with more health and AI problems. And takes more time than necessary.
Doesn't help that the entire map makes no sense either - it should be a pass, not a freaking dead end.

Might as well say it's the worst level of the entire original game...

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PostPosted: 06 May 2012, 15:45     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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The fight was cool the first time around, but after that I stopped caring about this map.

Which map did this take terrain from?


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PostPosted: 06 May 2012, 16:09     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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The Pure.

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PostPosted: 06 May 2012, 16:30     Post subject: Re: 04/05/2012 - "Velora Pass" by Jeremy War
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I do like the atmosphere of this map, and there is a unique quality to it with having the Titan come to life after taking the upgrade. But instead of being so transitional, I would have preferred having the player teleport to a more substantial map, perhaps a modified Spire Valley instead. Multiple Titan fights in a more open area would have made the concept of being back on the planet's surface more interesting, imo. The only problem with that, though, would be following up that large map with Bluff.


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