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Post by quakeulf on Apr 1, 2016 21:37:17 GMT -5
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Post by MaRiNe [Q2C] on Apr 2, 2016 5:14:04 GMT -5
Ooh, a new Quake II SP map? I'm definitely excited to try this out. Will give my thoughts when I've played through it.
However, even if you think it's frustrating to play, why don't you include an easier difficulty?
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Post by quakeulf on Apr 2, 2016 7:32:10 GMT -5
It's already only possible to play on easy-difficulty or else you will drown at the start. Also this map was not supposed to be easy, as is the case with kaizo-maps.
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Post by cocerello on Nov 7, 2017 4:18:29 GMT -5
Played it and I am surprised: Leaving aside the looks which are good and have no issues with in the slightest, the gameplay didn't felt as hard as expected. Yes, it makes the player save a lot so its frustrating, but it is doable for most areas because the loads can happen any time and what kills the player is something more related to repeating or trial and error than to difficulty, and the map felt more creepy than hectic, so i think it doesn't capture the Kaizo feel, where the player has to be constantly moving and depending on the right timing. But the map is good, and i liked the final lasers, the part about jumping over lasers, the grenade part, the screenshot room leaving aside that they can be sniped and even more the side areas.
There is some things i think the map could change as it is:
- There is four enemies placed inside or too close to brushes, so they cannot move. - On the first tank. Why the explodig barrel insta-kill the player no matter where he is? Feels counter intuitive to me, as the player is told to see what is around to use, and make the player wary of the rest of the explosives, even though they are required to progress later. Also couldn't find an use to the silencer. - It says in one door that it requires the Security pass, but the door opens without it, even though the pass it is on top of a crate before. - Most enemies can be sniped without retaliation from the right place, and with just a Blaster it takes a LONG time, making it boring and easy. - After the slippery part of the screenshot, it warns about more slippery parts but there is nothing like that ... strange. - The Guards part: killing them felt underwhelming and a huge contrast to the other areas as it is too easy. Also, there is no way out the water, so i think it would be way better to put lava there to accelerate the gameplay killng fast the player to load again instead of having the player lose the time realizing there is no way out and load. - Opposite to most of the areas, the two areas that require to have mastery over trickjumping (Guard and endless pit jumping on the red lights) are a big spike in difficulty and are the hardest ones by far. - It is a rollercoaster in gameplay, some parts are easy, others insane, some hectic, other peaceful, needs more coherence.
To summarize, it is good, but not what i expected from a Kaizo map.
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