#12
Posted 11 December 2022 - 06:40 AM
Coincidentally, I also just played the map for the first time last night. Enjoyed it a lot, too!
The first thing about this level is how adventurous it feels. Despite there being barely any story, it feels like you're uncovering some kind of a mystery, with the Plasma as the chosen music fitting wonderfully - it felt kinda like playing one of the original levels for the first time (yeah, mostly Dark Side due to the music). The design is both very classic and modern, with original use of assets and their composition together (with a particular emphasis on the octagonal sprite that's everywhere for a distinct looking detailing).
It took me about an hour to finish with all secrets found and going back to some parts of the map (for example, to clear the room where you find the yellow key - loved the idea for the "puzzle" there, too!). The combat is fairly challenging, especially at the beginning before finding better guns and, of course, at the final battle. I didn't have much problem with the octabrains and enforcers, but have to admit pig cops did get me a few times, mostly due to one of them sneaking up to me, so I got my own RPG rocket in the face. This battle is quite epic, as the pig cops look and act kind of like an undead army - they slowly walk towards you, the potential shotgun blows are secondary thing to worry about, but getting literally stomped is more of a problem, with 3 battlelords doing the rest of the job. Loved the setup for this final - also appreciate that there was a way to backtrack from there, as I left one of the areas at the beginning unattended for some reason. Turned out I blew the C9s underwater to open one of the 3 switches by a tricky pipebomb throw and without visiting the "achtung" place with pig cop monster closets, but then I was wondering what could be behind these bars and so looked around on how to get there, seems I missed one of the small water pools at the first area.
The pirate ship stuck in the ice was a particularly cool and memorable area (as well as the final dungeons). I liked how the map was pretty equally based on combat and some puzzles that usually had very clear presentation and so the only difficulty was solving them rather than wrestle with the technicalities.
Overall, a great and very creative level. Looking forward to more stuff from you, Danny - although so far I've only played Promise and Day of Night, so I've got quite much other things to catch up in the meantime.
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