Aleks, on 26 January 2022 - 01:34 AM, said:
BTW, wasn't the N64 change of that part made because of the port limitations?
Wouldn't doubt it. Doesn't change the part where it still resembles a bank more. That said,
Aleks, on 26 January 2022 - 01:34 AM, said:
Plus it was a nice showcase of Build engine and one of the more creative puzzle in the game.
This is a valid point as well. Whenever DN3D had the chance to flex the engine's power, it took it without hesitation.
Though, I think a marriage between context and oneupsmanship would have been more ideal. I'm reminded of the gear room from Death Row. I'll grant there is still some level of abstraction there, but no more than the rest of the game, as it seems to be a power room for the electric chair. Doesn't make all the sense but there's enough context there for it to not stand out too much.
Meanwhile the gear room in Bank Roll is accessed near the vault for some reason, and doesn't seem to have a contextual point to its existence.
Maybe it's just part of the security system to protect the vault switch (which is supported by it being protected by most complex switch combination in the game (provided you don't figure out you can literally skip the entire second switchboard)). But to be honest, I still think the N64 version paints that picture clearer as it has you move through turrets and tripmines all stacked on top of each other in a way that looks like a heist movie.
Perhaps a mod should cut this discussion into its own thread in DN General. I enjoy breaking down and discussing/debating the level design and theming of the vanilla game quite a bit, but it admittedly doesn't have much to do with this map.