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Post Posted: 10 Nov 2014, 16:38
Post Posted: 10 Nov 2014, 22:08
Post Posted: 10 Nov 2014, 23:11
Post Posted: 10 Nov 2014, 23:20
Post Posted: 11 Nov 2014, 17:15
Post Posted: 12 Nov 2014, 17:46
Post Posted: 13 Nov 2014, 13:49
UBerserker wrote:he gains altitude by descending to the bottom of the complex.
Post Posted: 16 Nov 2014, 07:29
Post Posted: 16 Nov 2014, 19:42
Post Posted: 16 Nov 2014, 22:22
Mister_Prophet wrote:Was kinda hoping to see more comments on this one. Oh well.
Mister_Prophet wrote:Definitely more of a nostalgic 90s shooter level.
Mman wrote:It's more of a pure gameplay map than a story/immersion one but I think it's one of those that does it very well.
Mister_Prophet wrote:What I like about the level are the Skaarj battles and placements and the openess of the layout. A lot of rooms and high points peer into other locations and backtracking is interestingly employed. A lot of seemingly normal rooms are made awe inspiring by how they are constructed for gameplay, with platforms that hide pupae beneath them, Skaarj on top, and in large part how architecture is not just placed but used and touched by the player. A good compliment of enemies can be encountered. There's a lot to do and nothing is wasted. The use of the Toxin Suit allows for some hazardous exploration that Unreal seems to do sparingly. There's also the gameplay benefit of using the suit with the provided Bio Rifle for some more aggressive sludge slinging. Lastly, the interactivity is high in this map. Windows that can be shot out, either on purpose or (as seen in the video) in the course of shootouts lend to a more dynamic experience. Also, using movers to destroy pieces of the environment was really cool at the time.
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.
Post Posted: 17 Nov 2014, 00:39
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