Mode: SP, DM
Difficulty Settings: Yes
New Art: Yes
New Cons: No
Review by Forge on April 01-2014
A small EDF naval base on a tropical island.
It has a mix between small outdoor sections and interior locations.
The outside areas are made up of little cliffs, rock faces, streams, and foliage. Aside from the lack of shading they look rather nice.
The indoor locales consist of small rooms, corridors, and the pier in a large cave.
The lack of strong shading, trimming, and texture combinations make things look pretty flat and dull. There's just enough detailing to get by on and the layout is fairly well done.
Game play is a key card hunt.
It's a straight forward affair and nothing requires any kind of major puzzle to solve, or is hidden to the extreme beyond an obvious bookshelf with double-doors. Though the floorplan is good, the mapper failed in the design.
Getting keys and having to back track to the locks is rather uneventful and could do with some alien resistance. According to a message the player is supposed to blow up a reactor and then visit the observatory so it also gets destroyed. Neither are required. Go to the reactor control room, get the key, bee-line to the exit.
There is alot of wasted space in this map. Several rooms like the observatory are completely unnecessary. They'd add to the level if they held some extra supplies or something useful, but they don't. Most of these side locations have maybe just a couple of aliens and aren't really worth the time to visit. Almost a quarter of the map is like this. Straying off the beaten path between key and lock is unrewarding and wasteful.
Sprite Work/Detailing: 7/10
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