08/02/2025 - "Anthill" by nikosv

Each week a single map is discussed here in detail.

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Sat42
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08/02/2025 - "Anthill" by nikosv

Post by Sat42 »

Map Title: Anthill
Author: nikosv
From: The Descent
Filename: TD-04-Nikosv.unr




Video Playthrough:


Synopsis: For good or ill, you have freed an entity of potentially tremendous power - and in return it opened the way for you to continue your descent. Perhaps this mission isn't futile after all: near the ancient Nali complex you just left, you happen across some deceased Nali - proof of recent activity in the area - and a journal near the corpses with clues as to what lies ahead. Something about a demon's gateway...

Discuss!
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Re: 08/02/2025 - "Anthill" by nikosv

Post by Semfry »

I recall Nikosv had some time issues, and this feels like the one map of the set that didn't get to fully implement it's concept. The interlocking caves look good and being able to see a lot of the map vertically is cool (presumably this is also where the map name comes from), but I'm guessing the side areas were intended to be more of a thing, yet there isn't much of that beyond the small trip through a Mercenary structure, it's also very short and basically a straight path to the end beyond a couple of small side-paths. In the original release equipment shortage made it quite brutal to start with (namely because of the ASMD Skaarj in the middle), but the patch made it more generous, and for the latter half you get a bunch of Flak Cannon ammo, it's also pretty easy to just run away from the end fights. You're already past the hardest stuff once you reach it but the giant head secret is nice to find and requires you to look around the environment a little to get to it. I presume the "neutral" Skaarj were a bigger part of the intended plot here but, as it is, there's just one at the start and everything else tries to kill you. The open structure means it's pretty easy to just drop and skip a lot of the map; I'm not sure how intentional it is but the super health secret makes it feel partially intended.

The event leading into the next map still seems a bit buggy and doesn't work right a lot of the time, but it doesn't lock you off progression or anything at least.
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Re: 08/02/2025 - "Anthill" by nikosv

Post by Aspide »

This level is one of the most straightforward maps from The Descent, it's very easy to pick and play (even though every level from this campaign are designed so you always start with no weapons or items) and since it has no story except for some small messages, this map can be played without knowing the context of The Descent's story.

Level geometry is pretty good, the highlight is the terrain which is used in the majority of the map. It's very well made and the texture alignment is pretty good (good thing that 227 makes terrain texture alignment a piece of cake :wink: ) , the rest of the geometry is ok, the mercenary base looks nice with good use of textures and brushes. Lighting is well done as well, the majority of the level has a light blue look to it (which is a recurrent look to the cave areas of The Descent), the mercenary base has good use of lighting with good contrast from different light sources and colors. Also the fog is great, it really adds to the atmosphere.

Sound is decent, while the level doesn't have Dynamic Ambient Sounds, the level has plenty of Ambient Sounds, the map even uses a clever trick of using lights that flicker to play sounds :tup: . Music is Sacred (Nagomi Passage from RTNP) and it fits the map pretty well, shame that the map doesn't use the second section but the map is so short that it isn't that important.

Gameplay is very simple to understand but difficult, in this map you have to be very careful with ammo (older versions of this map were more unforgiving) and using the Dispersion Pistol is key. The map does have one difficult enemy (The trooper with the ASMD) but you can take care of him if you use the Razorjack and the Automag, or you can also ignore him :D . The final section does have plenty of enemies but by that point you have everything you need (even the Flak Cannon, which is overkill), I'm glad the Giant Manta makes an appearance. The final scripted sequence is a highlight of the map, it breaks the monotony and it catches players off guard

This map is also a dream come true for speedrunners, I managed to beat the map in 34 seconds \o/ .

Issues I found:
- For some reason this map uses the Crystal Chargers from the previous map, but this actor is completely useless since the crystal staff doesn't appear in this map.
- This map uses the Lamp1 deco everywhere, however by default the collision properties are incomplete and this map didn't fixed that, so they don't have collision.
- There are some small invisible walls at the corners of the terrain brushes, but I don't blame the mapper for this.
- There are BlockMonsters that don't do anything.
- The railings are static meshes, the collision works but it isn't enough to protect players from falling off the map.
- The SuperHealth secret has a small issue, you have to fall to a separate area to get it, but getting back to where you came from is very hard. Because of this players most likely will try jumping down and as a result they will skip the rest of the map.
- The mover that reveals the Super Health is Return When Encroached.
- The map has pathnodes but not in the entire map.
- At the bottom of the caves there's a door that you can open by touching it, but it has no sounds and it goes nowhere.
- The final scripted sequence is broken in newer versions of 227.
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Re: 08/02/2025 - "Anthill" by nikosv

Post by Sat42 »

I see this map as an excellent "transition" level: it looks great (look at those caves! once upon a time this sort of quality was exceedingly rare in our mapping scene - it's akin to a Chico ONP contribution) and for being completely set underground as is the norm with The Descent, it's very good at letting you see various parts of the level before you get to them - and yes the verticality of the design is striking - which makes it memorable even while being short (conceptual grandness nailed!).

I guess the Mercenary base was planned to be more extensive, connecting to the various passageways with blocked doors (something which is only implied here, notably through the use of scripted sequences with additional Mercs seemingly streaming out of said passages).

And yeah, I agree that the final scripted sequence is also a highlight, it definitely surprises you and brings back some of that more story-driven design - and makes for a nice change of pace at the start of the next level :) EDIT: I should add the finale works just fine for me when using patch 227K.
Nali: Magic or Telekinesis
Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
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