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Post Posted: 26 Mar 2018, 21:12
Post Posted: 26 Mar 2018, 23:57
Post Posted: 29 Mar 2018, 01:29
I added teleporters because I think it makes the level flow so much better, and it's just as well considering it took fourty-two minutes even with that. That this level manages to have hundreds of snipers and still feel fair is quite unique, although it's mainly because the level gives out such vast amounts of armour (including infinite powershields with the ghost secret) that it's extremely easy to recover from any set-backs. The main cave is incredibly grand but the overall structure has some big issues for gameplay, like the design that forces you to backtrack huge distances and the extremely long and featureless corridors between each area. I'm sure the level could have been restructured a little to fix that and improve the flow immensely as well as very likely giving a boost to conceptual grandness. While some texture choices don't work so well, the level does a good job varying the visuals of each separate part while still making them feel like part of a cohesive whole, and each area gives off a distinct mood.
Post Posted: 31 Mar 2018, 21:57
Post Posted: 01 Apr 2018, 20:49
UBerserker wrote:Yes I wrote that as the synopsis because that's all there's to say.
UBerserker wrote:this map is INFINITELY BETTER than Skaarj Castle
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: 02 Apr 2018, 10:07
Post Posted: 02 Apr 2018, 12:56
editor Dave wrote:Actually, I have never played the Castle [...] I'm a fan of mazes, though, so maybe I should tackle it some time.
editor Dave wrote:Also, the Tower map could be the first one to have walkable ladders (with invisible stairs). When I first realized how clever that was, I was in awe!
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