Moonbase 1

by Andrew Wheeler


(122) views since November 2019


Released: 1996-07-09
Mode: SP, DM
Difficulty Settings: No
Featuring: 1.3
Sound/music: No
New Art: No
New Cons: No
Score: 73

Review by Forge on August 27-2012

A base styled map located on a lunar surface.
The majority of the map takes place inside in several small rooms linked together by corridors and lifts. A good portion of the indoor areas are rather plain with metallic walls, others are adorned with a slightly high tech blue texturing and are sparsely furnished.
There are a few outdoor locations that hold a crashed spaceship, a jungle, and a canyon with a pool and several radar dishes. Although it's supposed to be on the surface of the moon the atmosphere in the exterior portions is closer to being Earth like than lunar.
Overall the construction is very simple and blocky.
The layout is linear, although there is a branch that loops back to an earlier portion of the map which is optional, but does reward the player with some supplies. There is also a blue locked door, but this area is not necessary to enter in order to complete the map if you can find the key.
One of the bigger issues with the map is the multitude of hidden passages that are required to be located in order to complete the level. They mostly consist of either non-blocking masked walls holding invisible passageways, or walls that can be blown up, but have no cracks or other indications that they're destructible. Without any clues, other than a viw screen in the red key area showing a room that has one of these walls, there's no indication of where they are and can basically kill the flow of the level with extended amounts of experimenting and exploring.

Game play is mainly a key card hunt.
The red and yellow keys are the only ones necessary to reach the end of the level. Acquiring the red key can throw the player off; a revealed button is required to open the location where the key is hidden. Finding the button isn't the issue, it's when the button is pressed that can cause confusion. It sounds as if a door has been opened and this may cause the player to look around for a while to find what just opened. Just what this map needs, more unnecessary exploring. Jokes on you, nothing happened but a sound effect. The button needs to be pressed twice to expose the hidden location of the key.
The yellow key is not really hidden, but you may pick it up without even realizing it.
Combat can be initially difficult unless some of the hidden areas can be found that hold weapons stashes.
Duke is barely armed and there are no health paks or ammunition supplies in sight.
There's a mini-maze full of turrets, if the player can survive that then its easy street. The arsenal is quickly boosted and the fire fights are a bit easier to take on until a way to heal up can be found.

Texturing/Lighting-Shading: 6/10
Sprite Work/Detailing: 6/10
Ambiance: 6/10
Architecture: 16/20
Layout: 18/20
Gameplay/Design: 21/30

Score: 73

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