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16/09/2013 - "The Vigil 99" by Holger Huck

Each week a single map is discussed here in detail.

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UB_
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Subject: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 16 Sep 2013, 11:47

Map Title: The Vigil 99
Author: Holger Huck
From: Vigil 99
Filename: Vigil99.unr
Music Files: FlyBy.umx, WarGate.umx, WarLord.umx




Video Playthrough:
https://www.youtube.com/watch?v=fRo7XlWLvR0

Synopsis: An army of crazy monsters is going to kill you. You have to kill them to save your girl's soul. Does it make any sense? Just shoot everything and call it a nice day.

Discuss!

User avatar Semfry
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 17 Sep 2013, 14:28

I like the way this takes the arena map format but then adds stuff like the side areas and choices to give it a certain feeling of narrative and progression despite just being killing tons of enemies in a small area. For such an old map the visuals are decent enough, and stuff like the traps are fun, especially when you kill something nasty with them. The homing fireball enemies seem a little overpowered though; while they're bosses, they're near unavoidable due to the weird homing properties the projectiles have, and do absurd damage. The pacing of the Zombie staircase seems a little odd and goes on too long as well. Beyond those issues it's one of the best arena maps there is.
Formerly Mman

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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 18 Sep 2013, 12:54

Mman wrote:The homing fireball enemies seem a little overpowered though; while they're bosses, they're near unavoidable due to the weird homing properties the projectiles have, and do absurd damage.

I have to agree with this. It took me some time before finding out that sticking to the walls was just about the only way to avoid getting surrounded by those fireballs. Even on Easy this will cause major problems for the average player.
Still ... I beat vigil99 on all difficulty levels (with some saves though) so (considering (the lack of) my fighting expertise, I wouldn't classify it as unfair and it is certainly a "different" map, visually quite good (expect for that staircase with the zombies).
I liked the way the first Skaarj can be beaten using the trap), the way extra weapons became available (having to beat subbosses) and the whole layout of the first arena.
The ending is a lot easier than it seems at first sight, which (in retrospect) is a slight letdown but on the whole it's a keeper and replay value is high.

User avatar TheIronKnuckle
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 18 Sep 2013, 22:51

I love pretty much every moment of this map for different reasons, even though it suffers from incoherency between the individual parts. The arena concept and the opening cutscene work well as core game drivers, and then while all of the set pieces are completely out of place (zombies, random quests into the antechambers of the building, etc) they are great when you suspend disbelief and let them wash over you. The part where you're killing Slith in the sewers has a simplistic charm, and the boss fight and subsequent ending I love only because they are so ridiculously bad :lol: BFG69000 + ALL the titans and superskaarj with homing hellbolts of instant death ftw.
Last edited by TheIronKnuckle on 19 Sep 2013, 14:15, edited 1 time in total.
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NaPaliShore
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 19 Sep 2013, 08:49

Did I miss something, or is the video playthrough missing the crazy end battles? (Will there be a part 2 of the playthrough posted?) It's been a long time since I played Vigil99 and can't remember exactly how the end part went, except that it was pretty nuts... :)

User avatar Semfry
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 19 Sep 2013, 12:40

That's the second map, which has already been here before.
Formerly Mman

NaPaliShore
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 21 Sep 2013, 05:51

Right - I forgot that the last part was a separate map.

redeye
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 22 Sep 2013, 09:23

To busy for me, nice graphics, it just begs for using godmode. But for what it is, it was done pretty good not my type of gameplay.
The traps got irritating and the constant 360 degrees with always an enemy, never ending it seemed.
Just ban everyone

User avatar Legendslayer222
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 22 Sep 2013, 11:48

A blast to play, I remember the main room and the zombie ambush best. I liked how you could use the crystals to unlock more gear as you played. I recall getting stuck trying to find the room with the statues and portal.

UB_
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 22 Sep 2013, 12:00

The two energy elevators on the bottom floor are poorly designed. If you didn't press the buttons to deactivate the portals and you accidentally end up on one of those blue elevators, you're pretty much toast.
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User avatar TheIronKnuckle
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 23 Sep 2013, 04:47

Oh yeah, those damn energy lifts. And they spin you round 999999 degrees too
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UB_
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Subject: Re: 16/09/2013 - "The Vigil 99" by Holger Huck

Post Posted: 23 Sep 2013, 10:41

I'm playing this map today for real on whatever is the highest difficulty (decyber, assuming it works on 227).
It's fun but flawed overall. You can get stuck really easily (those huge ass stone torches) and the Automag is literally the best weapon. The firemodes that shoot "mines" are worthless and enemies end up on them only by luck. Flak Cannon and RazorJack feel weaker too. The Sniper Rifle zoom is godawful - it instantly increases to the max and every time you move, the zoom layer appears/disappears constantly.

The Shotgun is a complete joke: it's weak power-wise, the ammocount seems bugged (can't seem to get ammo for it anymore) and it has that player collision increase that no other weapon (including the BFG) has.

The enemies are all pretty much easy except the Skaarj that shoot those HOMING infernal bolts that destroy your armor in one hit. This is almost Unreality-tier balance right there.
Still got through it finely, anyway.
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