Nancsi, on 31 August 2018 - 01:32 PM, said:
Refinery has a nice, complex layout, but also a very depressing atmosphere, and I'm not sold on the texturing as well. It's one of those "journey to the center of feces" maps, which RR is infamous for.
I would understand calling maps like Smelting Plant "journey to the center of feces", but not the entire game is like that, and not Refinery. The only "dirty" moment is going through the vats full of oil, which is a classic Build level progression trope, that is to say using the unexpected route, which is comparable for instance to sewage moments in DN3D like in Death Row, Launch Facility, etc
In fact, Refinery could fit pretty much as is (without the bike) as a DN3D map, though more part of The Birth than ep1/3 due to the more realistic, down to earth layout and architecture, compared to L.A Metldown and Sharpnel City's tendency for cool but unrealistic crazyness.
The reasons I like the map so much is that it's everything classic Build mapping, influenced by DN3D, is all about. It is highly theme centric: one map, one precise and cool theme. It has the interconnected layout, and you get to see later/earlier parts of the level as you progress from different point of views. It alternates between outdoor/indoor parts. The 3D feel: with lot's of Z involved either between SoS, sprite structures, or even a bit of RoR, while also having you fight enemies which are above or below you. Like I said level progression involves having to go through the unexpected cool route, but also requires solving some simple puzzles. The level has quite a lot awesome structures like machinery related to oil pumping and storage, and effects use like water level rising, the 2-way train over RoR, and of course tons of explosions including the place blowing up at the end.
All of that is what defines classic Build level design, with all its tropes, and the map has it all. On top of this, the map is technically speaking very impressive and makes use of cool things RR/RR:RA brought to the table, for instance lighting/shading is a mix between regular sector/wall shading, lighting directly applied on textures, as well as using transparent black sprites, all used together to go over the limit of what should be possible with Build. There is also a very smart mix of sector and sprite structure for 3D layouts.
The map is highly detailed but almost without ever hindering gameplay (I'll show that flaw later), the balance between "not enough" and "too much" is spot on to remain classic, playable, yet impressive.
Then, there is also the bike at the start of the map, used not only for cool fights but as a progression mean. Also the annoying nature of keys and switches use inherent to RR is almost completely avoided, and there is also no "in your face" titty alien bitches, which are probably the two biggest flaws of RR.
Finally, gunplay in the map is some of the finest in the entire RR franchise. Almost every enemy choice and placement is perfect and goes with the environment in a clever way, leading in a gameplay balance that goes from taking cover, to blasting shit up, to sniping, while always giving an incentive to switch weapons.
The map isn't perfect though and there is one trope pretty much missing: secrets. iirc there is only 3 and only 1 of them is really interesting. Also
this one room is too cramped for its own good and has some nasty invisible walls.