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31/07/2012 - "Disposal" by JazzyB

Each week a single map is discussed here in detail.

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Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: 31/07/2012 - "Disposal" by JazzyB

Post Posted: 31 Jul 2012, 17:06

Map Title: Disposal
Author: JazzyB
From: Project Xenome
Filename: ONP-map08DisposalX.unr
Music Files: Crater.umx, SETI.umx, QueenSong.umx




Video Playthrough:
https://www.youtube.com/watch?v=-Wv2xuk0WG4

Synopsis: The final section of the industrial complex is filled with slime and more Skaarj, alongside their technology and equipment.

Discuss!

User avatar Jigoku
Skaarj Warlord Skaarj Warlord
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Subject: Re: 31/07/2012 - "Disposal" by JazzyB

Post Posted: 01 Aug 2012, 23:33

Never got to that map. :/
Trying to get back into the swing of things.

User avatar salsaSkaarj
Gilded Claw Gilded Claw
Posts: 1862
Joined: 21 Apr 2009, 21:54
Location: on the prowl

Subject: Re: 31/07/2012 - "Disposal" by JazzyB

Post Posted: 02 Aug 2012, 11:01

One of the highlights of Xenome (first part).
Awesome inside structures with pathway bordering on ingeniosity. Gameplay may seem slightly off-balance but taking the careful approach, making sure a retreat path is identfied will get you you out of trouble. Is it by design or an oversight but the large doors closing which can only be opened by the player make the fights against the large Skaar fairly easy (otherwise they would be challenging). Overall enemy placement is good, sometimes surprising but never unfair.
IIRC there is one instant death bug after talking a lift and going too near to a broken path (which has to be jumped), so save when leaving the lift.
A couple of nice and short cinematic sequences in this map which show the way to progress.
It's been a long time since I've played Xenome and just thinking about it makes me want to replay.

User avatar Semfry
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Subject: Re: 31/07/2012 - "Disposal" by JazzyB

Post Posted: 02 Aug 2012, 19:02

This might be my second favourite Xenome map after Sour Water. The visuals pull off being in the most dilapidated depths of the complex, and there's a lot of interesting interlinking between the main areas; especially the large room with the road going through it. The progression provides various interactions with the environment too (especially with the sequence at the start of the next level). You also have enough equipment at this point that combat isn't too frustrating, and the big fight in the "hive" room provides a nice climax before the semi-unorthodox final map.
Formerly Mman


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