#319
Posted 19 December 2022 - 11:37 AM
Played a bunch of relatively recent maps during previous week, here's some general thoughts on them:
Magdalene by DannyFromNewOrleans:
It's quite a long and quite linear city map filled with puzzles and some quite smart gameplay tricks, which is probably a trademark from Danny, at least from what I've played so far by him. The design is mostly classic, there's a rain falling at the outside part of the map, but since there's no heavy rain ambient, it isn't that noticable. There are some shortcoming in the terms of visuals here and there and I don't think there's anything that would make me go "wow" in this aspect. There's plenty of monsters and a couple of challenging fights, but overall I'm not a big fan of Danny's gameplay being done like that, i.e. stuffing each room with a lot of monsters that mostly act like bullet sponges rather than giving the combat some more dynamics, as it gets pretty tedious, especially in such a long map. There's one puzzle that I hated - with jumping around some spinning gears that are increasingly faster, towards the end it was just trial & error rather than something requiring any skill and the spinning almost made me puke. The other one I liked more, as it was pretty clever - having to open a number of gates to get access to a small dancer, which then had to be shot to spawn monsters and trigger tripmines to blow out the door (by that time, you had no explosives). One of the more common guns here was the freezer, which I liked.
Rating: 82/100
Block Mind by DannyFromNewOrleans:
Continuing with Danny's maps, this one is more abstract, as it follows Duke on a drunken trip - which is, unfortunately, nothing like what we experience in Happy Hangover. There are 3 paths that has to be taken and a fuckton of keycards to collect along the way. There's some puzzles, but nothing really out of the box. And there's about 1100 enemies in total, although the map doesn't feel like it has all these enemies. Design is quite uneven - there's some parts which I liked (in part C), but also some more lazy rectangular rooms with seemingly uninspired texturing in other parts. About 200 or so of these enemies are octabrains which only spawn to instantly get squished at the underwater crusher puzzles, another few hundreds are being squished in one of the rooms in part C, there's also plenty of pig cops behind some glass in one part that can easily get blown to pieces. And then there's the final, which is pretty cool, but it's a typical "slaughter" map where you just spam your devastator against horders of commanders and captains, then some other larger monsters. This was probably my least favourite of Danny's maps so far.
Rating: 75/100
Null Moon by DannyFromNewOrleans:
Now it finally looks like Danny's found his style - and it's all snowy and icy. This one also has hordes of enemies, but notably more dynamic and entertaining gameplay. It's pretty linear, but doesn't really feel this way, as we're being teased with what's about to happen through many holes and peeking windows around the map, which loops back and forth on itself. It's also finally oriented around a single theme and objective rather than being seemingly what the author just felt like building at the time. The design is more solid and planned, with not only the classic style, but also some nice combinations and uses of textures and some rather early 2000s kind of spriteworks, which always look nice. The final, with lots of respawns, is probably the funniest part of the map. Definitely a step up from the previous two maps!
Rating: 86/100
Spacetronic by Maarten van Oostrum:
Finally decided to play this one, the last of Maarten's maps which I still haven't played before - and it was great! It's quite funny how we both used the "collect some elements to build a machine" thing, here and in Submachine, without getting inspiration from one another - although here it was the main and mandatory objective of the map and not some side-quest. I like how it's done - even if some of the elements you have to collect kind of blend in with the environment (took me a while to realise I already had the generic pole thing, so I kept wandering around that infested area for quite a bit, also no idea where the 2nd connector was, besides the one in the toilet, but guess I must have picked it up along the way). I liked how the objectives could have been done in any order, it added some true non-linearity to the map and let me play it kind of on my own rules, which I liked - I'd usually do some stuff in one area, then move to another if I didn't feel like continue there or got stuck with something. The space station was design marvelously, just love to see such an original take on the theme, yet still heavily playing on the strengths of the original Lunar Apocalypse levels. The objectives were handed clearly, although some switches were quite difficult to find due to being too built-in into the design. I especially liked the generator which you had to override. The combat was wonderful too - there was enough room for chill exploration, but also some of the fights were quite a challenge - especially in the alien infested part, where you had some quite tricky platforming to do along with dodging the commander rockets. There's also a nice plot twist towards the end, when you finally assemble the machine - a completely new path opens along the map, which lets you experience it again, but in a fresh way, this is implemented just perfectly. It's an awesome map, but then I wouldn't expect anything less from either of the van Oostrums, so glad that I've finally took my time and played it.
Rating: 95/100
This post has been edited by Aleks: 19 December 2022 - 11:37 AM
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