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16/01/2012 - "Spire Valley" by Nivlek/Pancho

Each week a single map is discussed here in detail.

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User avatar Jigoku
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Subject: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 16 Jan 2012, 19:12

Map Title: Spire Valley
Author: Nivlek/Pancho
From: Return to Na Pali
Filename: SpireLand.unr
Music Files: Spire.umx




https://www.youtube.com/watch?v=9bpLqP1MvBA

Synopsis: After the player defeats the spacemarines, he/she goes through a valley.

Discuss!
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 16 Jan 2012, 20:58

Always kind of enjoyed this one to be honest. I consider it the start of the "badly plotted" half of RTNP, but the map itself if a decent Unreal landscape map. And titans!

I've often felt over the years that this is what Spire Village could have been with some alterations.

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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 16 Jan 2012, 21:52

I remember being really impressed with the scale of it all on my first playthrough. And the map still has charm
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 16 Jan 2012, 22:17

Massively better than Spire Village. Has more variety, lots of enemies and some tricky parts. It's fun tormenting Titans with the CAR.
I still wish the Spire action songsection would have been used :(
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 16 Jan 2012, 22:57

I was impressed by the size of the map, but aside from that I don't remember much about it. I remember liking it a lot when I first played it, but it has been awhile since I played anything from RtNP.
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 17 Jan 2012, 01:28

This is probably the most vast terrain map in the original Unreal games, and it sticks out for that. Although I guess map 1 of RTNP might give it some competition in that regard. It also has a lot of nice exploration opportunities, and one or two memorable fights (the church fight can be nasty if you aren't careful, and luring Skaarj to the Titan is fun). The terrain is nice but it's standard Unreal style so there's not too much to say about it, I like the look of the Temple area at the end too (I also like the really huge entrance Lightning Hunter replaced it with in his conversion, although that isn't really relevant to this MOTW).
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User avatar StalwartUK
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 17 Jan 2012, 13:14

Not a bad level at all. I think Nivlek did a good job of transforming it from the wasteland type setting it was in the Beta into a more typical Na Pali setting for RTNP. Putting the Sunspire in the background and that crashed skypod were nice tie-ins with the original game.

But of course this level is the start of RTNP's largely plotless slide into directionless.

Not sure if this one is better than Spire Village though. I've always felt that level had a much better sense of place and despite being smaller always felt bigger to me.
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 17 Jan 2012, 23:26

Like it a lot for its scale, atmosphere, and exploration opportunities. And yeah the terrain is standard Unreal fare, but tbh I'd rather see that style of terrain than some rocky outcropping of unaligned textures that alot of people try to pass off as better terrain.
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 20 Jan 2012, 10:44

All I can say about this level is the sky is sexy. =) And the last screenshot I took the sky looks like cotton candy.
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Subject: Re: 16/01/2012 - "Spire Valley" by Nivlek/Pancho

Post Posted: 20 Jan 2012, 11:07

ha, it kinda does
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