#7
Posted 27 May 2022 - 01:06 PM
Finished it, took me 30 minutes, but in fact I probably spend a lot of extra time just bumping my head into walls and looking for the damn red key. While I've found the other 2 keys and the access switches almost instantly, this one took me quite a while, ended up just running across the whole map, but wouldn't think to look there. In general, this was my main issue with the map - some areas were too dark, so dark that it really obfuscated navigation to quite an annoying degree. This was also an issue in some underwater parts etc. The layout of the level in general kinda loops back on itself, which is both good and bad - there's not much to backtrack for, but then it's sometimes difficult to tell if you're into something new or just found an alternate route to something you've already found, progression wise. Add to that all these vents and rooms that lead to nowhere and it's easy to get lost. Also there's been some "filler" areas which didn't seem to serve much of a purpose or just prolonged some journey (that little corridor thing with a pig cop, some trash cans and water pools on both ends?).
Now for the good stuff - which there is more than my complaints. The design felt "classic" mostly due to the 2D layout/diagonality of it and lots of SOS stacked on one another. Also while there wasn't too much details and perhaps some decorations felt a bit overscaled or some rooms might have been empty, the shading was really georgeous in this one. While the overall darkness of some areas was my main problem, I can't help but appreciate the detailed and meticulous shadows you've made - and they're everywhere. Especially that parking lot before the place where you insert all the keycards was a highlight, with clever use of both sprites and sectors for some pitch-black, high contrast shadows on the ground. Also the diagonal shadows on the wall were neat and the fact you've used a lot of dynamic shadows like up-open door lights for all these windows. Another design bit I really loved are the alien-infested areas - as William mentioned, they look wonderful and very original, considering people are doing these for the past 26 years. The use of "plants", octabrain traps, tentacle openings, or how a lot of things moved and floated around - brilliant!
Combat-wise, I especially liked the final area with waves and waves of tanks, also the little convoy sequence before that looked well executed, placing an atomic health there was a nice incentive for the player to look there and make certain everyone spots it. Found all the 10 secrets (mostly due to taking a while looking for that red keycard...), also I think one of the secrets - inside the bank - is tagged twice, i.e. the main sector is tagged, but seems the tag also copied into one of the child sectors.
Once again, congratulations on the release, it's a really good map!
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