Mode: SP, DM
Difficulty Settings: No
New Art: Yes
New Cons: No
Review by Puritan on May 23-2014
On his way home from a meeting with EDF Duke wants to bring a suspicious warehose closer to his eyes.
It turns out that it's gonna be a delay of his usual R & R this weekend....
Those alien bastards have taken over a huge battle ship and the surrounding area. Now he must abort the alien species and restore order once again.
The design starts very interesting inside the building with the docked ship. From there it is one hell of a maze...Well, the inside of large ships is a true maze in real life too, but they're usually is easier to navigate than this ship. The ship is divided into several decks and you must keep track of where you've been and where you've not. There is no sign telling you which deck you're on and there is quite a few elevators involved. Not to mention all the corridors and rooms!
But the vessel is heavily infested so I'd like to take 'Liverpool FC song' in my mouth: You never walk alone!
There's way too much of pretty everything regarding armory and health so don't be abject!
If you're keeping track of where to go, or are incredibly lucky, this map would consume some 20-30 minutes of your time. "Arr..someone's gonna take a long walk off a short gang plank!"
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