Skip to main content

"Déjà Vu" Map-by-Map Review: Back Again

Custom Map Reviews

USP-01, "Back Again" by Hellscrag

Story

The map opens with the player crashed again on the infamous planet. The journey begins with a visit to a nearby Nali homestead picking up health and weaponry. Progressing thru a cave tunnel after some manta encounters our first substantial adversaries are met in the person of several Krall and a Skaarj scout. After traversing planking over the water and another tunnel more Skaarj, Krall and an opportunity to enter another hut for more supplies present themselves. The journey continues up a lift to further areas, containing rivers, armor, weaponry and a key to open those locked gates leading to the second level.

Creatures and Items

Weapons acquired: DP, Automag, Stinger.
Enemies encountered: Manta, Krall, Skaarj, Brute.

Architecture

Architecture is basic by design, solid by application……rock cliffs, terrain, huts with smoking stacks, a well, lifts…you get the picture. All well executed. The build is interesting and realistic. A nice crashed ship at the beginning, good prefabs and a well planned layout are evident here.
Score:

Texturing

Texturing is solid using GenEarth, NaliCast, GenIn and others to good effect. No noticeable misalignments hit one over the head. The level is comfortable and pleasing to look at. Due to the setting texturing is basic but solidly done.
Score:

Lighting

Lighting is also well done for the setting. In the first crash area one notices the shadowing of the stall, rocks etc.. This standard continues throughout the level. Zoning with appropriate zone lighting in conjunction with separate light actors are used well. All obvious light is sourced.
Score: 8

Sound

A decent amount of Ambient and Dynamic Ambient Sound actors…the environment is alive and believable. Adding to the aural experience is the musical track Journey, an upbeat start to ones quest thru the pack.
Score: 8

Technical Execution

A high note for this entry level. You name it, it’s here folks…pathnodes, patrol points, alarm points, creature factories, timed triggers, dispatchers etc.. All combine for an enjoyable and realistic introduction, which leads us to...
Score: 8

Gameplay

This aspect starts well, builds with increasing types and numbers of enemies for an adequate challenge, coupled with the goal of finding the means to unlock the previously encountered gates. Difficulty levels are well supported for those desiring additional challenge.
Score: 7

Overall Effect

Could this be a fanboy rant? Not quite. There are problems, though not many. Although trigger properties are improved over the previous release, one is subjected to those annoying hut doors that slam into you if you’re not well versed in the “door two-step”, as many who don’t frequent this website are not. In addition, some of the foliage does not have proper collision allowing one to “ghost” through. Also, one small HOM was noticed looking up the planks to the pathway to the key hut area. That’s it... honestly, not much to dislike with this first level.
Map Score:

"Déjà Vu" v2.01 Map-by-Map Review