Mode: SP, DM, COOP
Difficulty Settings: No
Featuring: 1.4+, EDuke32, Polymer, HRP, Dukeplus
New Art: No
New Cons: No
Review by Forge on January 28-2014
Set on a tropical island the map consists of multiple environments.
The player starts in a series of narrow caves, moves to an EDF base, out to a set of caverns and valleys, then finally to the interior of an alien space craft.
Construction wise the level is pretty basic; for indoor sections detailing mostly consists of items pasted onto walls and minor architecture and trimming.
The outdoor sections are better in their sector work with a fair amount of horizontal and vertical variations to the width and height. The splattering of bushes and trees can provide a slight hindrance to combat, but they're placed with an obvious path that allows the player to get around easily.
The major aesthetic issue is the shading. If the player chooses not to use polymer lighting everything looks flat and dull due to the minimal differences in the darkness of adjacent walls.
The saving grace is the fresh perspective as one moves from location to location due to the constantly changing scenery.
Game play can be slightly tedious at times. The initial part of the map has the player wandering around in a maze of caves, with some underwater sections to add to the confusion, until a wall crack is finally found.
After this the navigation is pretty straight forward, but there's little variation throughout. Go down a short leg of the level, get a key or throw a switch, go back the way you came to what unlocks, go down the newly opened short leg of the level, get a key or throw a switch, go back the way you came, repeat.
Even though the walking across already travelled ground is short in most cases, the lack of any action from and the number of times it has to be done can get redundant and kill the flow.
Otherwise the enemy placement is pretty good with a nice mixed bag of baddies stacked up to make for some decent firefights.
Sprite Work/Detailing: 8/10
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