09/03/2025 - "The Citadel" by Zora

Each week a single map is discussed here in detail.

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Sat42
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09/03/2025 - "The Citadel" by Zora

Post by Sat42 »

Map Title: The Citadel
Author: Zora
From: Zora's Episode 2
Filename: ZM2Citadel.unr




Video Playthrough:



Synopsis: Infiltrate the citadel and solve its puzzles... if you can first survive the hot lava cauldron of death!

Discuss!
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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Re: 09/03/2025 - "The Citadel" by Zora

Post by Semfry »

From what I recall, this is the first Zora map that's both fine visually and coherent in design; the big lake the map is built around has a nice scale, and the towns and small structures around look convincing enough, including some more advanced stuff like the Catapult. The Halo ring thing in the sky is also interesting; I'm not sure if it's just a detail or supposed to be a place you visit along the way? Given the co-op focus the combat here isn't too intense (although I imagine all the snipers at the end could get nasty on Unreal), but the puzzles are the kind of infamous part of this. Touching the mirrors in the starting area to unlock the exit isn't too intuitive, but also not too hard to stumble upon given the sound cue and small area, and the cauldron is an interesting touch at least. I don't think blowing open the tower in the first town is especially clear, but there's at least messages hinting at needing heavier weapons. The spinning lock things in the tower itself are very simple if you realise that there's an order to it, and, on a technical level, it's quite impressive.

The big puzzle is the lock to the main fort though, and, while the solution isn't too complex with the right clues, the map itself doesn't really have those; even with the most hints (since the amount apparently changes with difficulty), there's nothing to really work out what having two wheels for each entry means in the map itself, when a couple of custom textures or messages could have avoided that issue. I didn't check, but I guess specifying the position of the right code on each wheel means the order you enter them in the rooms doesn't matter as long as you specify the four positions? For how awkward it can be it's definitely an impressive feat for the engine (although I guess something like Firetrucks could do it easier now). The Skaarj Gunner spawns in the code wheels corridors are an annoying touch, but they actually do stop coming if you kill enough, so it's not permanent at least. The Catapult is really dangerous to use and seems to require really precise positioning to work and not kill you, but I don't recall it being quite so exact in the past so it might be a version thing? Also the doors in this map are really annoying throughout and by far the most irritating aspect. Before this most Zora maps are too simple in design to imagine much beyond the playgrounds they are, but this level is so close to being actually great with just a few more in-game hints and a bit more polish.
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Re: 09/03/2025 - "The Citadel" by Zora

Post by Sat42 »

It's kind of reassuring to see you enjoyed this one, Semfry! I only played this once, years ago, and did remember it being the best Zora map thus far (if you play the episodes in the numbered order) but also feared it may not hold up today. I had managed to solve all the puzzles - never did need a walkthrough/cheat for Zora's stuff, but man it did get extremely hard at times - and completed the level after playing for over 2-3 hours or something (definitely a long one the first time round). I think I liked Musica about as much as this one back then, but The Citadel definitely has a more immersive environment - there's actually some meaning to it all. But while it does overall firmly lean towards the positive side of the spectrum, it remains a jagged experience with how it alternates between fun action, exploration and cool set pieces on the one hand, and complicated puzzles which are overlaid with loud music and obnoxious spawns and door mechanics on the other hand.

The finale with the blimp is typically cruel: you barely get the time to understand what's happening and it's already gone! Anyone can reload the last save in single player (so it wasn't a big deal for me), but why would this event be balanced around the use of save files when the map was built for co-op? Maybe the way things went back in the day was for Zora to guide the players like a gamemaster?

Not as good as Bluff Eversmoking, but conceptual grandness is strong with this one!
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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