ReaperAA, on 17 April 2023 - 08:52 PM, said:
One of the betas contains a very old version of Revilution's Map11: Transduction (when it was called Wormholding).
I remember when Kyka came back, the TNTR team basically all ended up having a public reminiscence of its development before it fell apart and Jaws had to take over. Lots of questions about TNTR were answered, and quite a few centered around that very map. Not only was it fascinating to learn that it didn't always have the horror bend, it was finally explained exactly why it had a recreation of Wormhole's central area. That being, it was meant to be the first Gateway mentioned in Evilution's manual, the one that every Marine managed to blast the hell out of every demon that came through.
It also explained why the "asteroids" had a shipping port: the spacey sky was never meant to represent asteroids with old bases. It was meant to be the dark side of Io, where the UAC originally set up shop before making the "new" facilities seen in TNT. That had always bothered me, how the second episode just didn't make sense (Somehow TNTD has exactly the same problem).
ReaperAA, on 17 April 2023 - 08:52 PM, said:
Though Revilution's Fortress of Bullets is definitely a better take on the idea, with enemies being able to flank you from multiple directions.
Yeah, FoB is a favorite of mine too, and I agree it's better. It took what made Stronghold already fun and managed to expand on all the good parts. Every so often I spin up TNTR just to play that level again (and a few others).
ReaperAA, on 17 April 2023 - 08:52 PM, said:
but don't really like Crater (mainly because of how barren it is with barely any monsters for the amount of space there is)
I can totally understand that. What makes the barren outdoors work for me is, how would I describe it...
It's like being at a party, or a big family christmas, or some other big event like that where you're inside a single location with a bunch of noisy people, and then taking a step outside for some fresh air and there's a calming silence.
I'm not trying to read too deeply into it here like I did with DN3D's Dark Side, it's just that that's the sort of vibe Crater's outdoor area gives me. All the monsters are in the base, because that's where all the human flesh is. The titular crater is a break in the action, a breather both in a level progression sense (sandwiched between Storage Facility and Nukage Processing), as well as within the level itself since the opening bits are packed with monsters, and so is the subsequent underground section. It's a breather, and it also allows you to appreciate the fancy sky. The outdoor sections of the later levels are more action-packed, which I think justifies having the first nighttime excursion be slower.
Also the underground section looks cool to me, being mostly dark but having those trenched lights off to the side. It's a cool visual.
Though again, that's just what makes the level work for
me.