Oranges

by Billy Boy


(405) views since August 2019


Released: 1998-11-20
Mode: SP, COOP
Difficulty Settings: No
Featuring: 1.4+
Sound/music: No
New Art: No
New Cons: No
Score: 89

Review by Forge on 29 April 2014

An orange processing factory.
Aesthetically the map is a little dull. Though it has some good detailing and architecture it lacks in trimwork to break up the huge walls of texture. On top of that some of the texture choices are rather odd and out of place.
The player is also going to spend a good amount of time in ventilation shafts and underwater tubes which gets pretty claustrophobic after a while.

Aside from a couple key cards game play is mainly about finding switches then finding out what those switches do.
Most of it involves hitting or shooting buttons, back tracking to see what's opened, hit another switch, then re-track back to find the new path or switch. In the meantime the respawns will keep the player quite busy with some nasty ambushes.

The layout is forked at the beginning and lets the player choose their own path. This can actually lead to alot of confusion if the player misses or forgets about a certain direction.
Initially the player can go for the blue key or find the semi-hidden door marked with directional arrows and go after the red key. The path to the red key is pretty convoluted with baddies so getting armed and loaded with ammunition first while going after the blue key might be the wiser choice. If the blue key is retrieved and used, the player can then proceed half way across the map until they get stuck needing the red key to bypass a locked vent. This is most likely where the player is going to get stuck if they haven't acquired the red key yet and forgot that the door is way back near the start of the level.
After getting the yellow key the path emerges into an open plaza around the outside of some buildings and turns into a huge button hunt.
Two more points of confusion are the button on the back of the green door; the player will be stuck in a huge vat of orange juice until this button is found which unlocks the lift to get out.
The other is the incrementally raising platform needed to get to the top of the barracks. If the player doesn't notice that the platform moves every time they activate one of the three buttons, they'll get stuck in the plaza wandering around wondering what to do.

Texturing/Lighting-Shading: 8/10
Sprite Work/Detailing: 9/10
Ambiance: 8/10
Architecture: 18/20
Layout: 19/20
Gameplay/Design: 27/30
Overall: 89/100

Map Template

Screenshots

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Clearwater
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Deadfall
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Dukem Memorial Hospital
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Lighthouse
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valves
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