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19/01/2015 - "Temple of Somana" by Drevlin and Frieza

Each week a single map is discussed here in detail.

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User avatar Semfry
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Subject: 19/01/2015 - "Temple of Somana" by Drevlin and Frieza

Post Posted: 19 Jan 2015, 21:03

Map Title: Temple of Somana
Author: Thomas "Drevlin" Lidström and Tim "Frieza" Kok
From: Déjà Vu - Gryphon Revisited v2.01
Filename: USP-04-Drevlin
Music Files: Chizra.umx Isotoxin.umx null.umx




Video Playthrough:
https://www.youtube.com/watch?v=FiZcHl6O5xI

Synopsis: You find some ruins leading into a Skaarj base.

Discuss!
Formerly Mman

UB_
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Subject: Re: 19/01/2015 - "Temple of Somana" by Drevlin and Frieza

Post Posted: 20 Jan 2015, 23:00

I liked how many secrets this map had. Definitely pretty underrated.
Anybody knows what was supposed to be that empty room with a candle in the stone tower near the metallic bridge?
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User avatar Semfry
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Subject: Re: 19/01/2015 - "Temple of Somana" by Drevlin and Frieza

Post Posted: 21 Jan 2015, 13:17

Funny how MOTW ended up being a direct follow-up to last week's one.

This map feels lacking a certain something to make it stand out in the overall set, but it's solid and as a travel-based level I like how it has the main path and multiple optional diversions along the way. The transition from the ruins to Skaarj area is also nice.

UBerserker wrote:Anybody knows what was supposed to be that empty room with a candle in the stone tower near the metallic bridge?


Yeah that room is conspicuously empty.
Formerly Mman

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Subject: Re: 19/01/2015 - "Temple of Somana" by Drevlin and Frieza

Post Posted: 22 Jan 2015, 00:11

I thought having this MOTW being a direct follow-up to last week's one was intentional :P

Temple of Somana is an excellent map and frankly I really liked the way the water streamed down the slope in this one. Somana is a nice name for a local deity.
I hadn't found that secret with the message saying how 1337 you are!
The Skaarj outpost is really in the style of Outpost 3J, come to think of it.
Overall the build makes the whole map look really pretty.
I do recall this being easier than the previous level; on Medium difficulty, it was just that - medium.
The "lacking a certain something" to make it stand out, as Mman pointed out, would be down to the relatively "human" scale of the environment, IMO: the temple is quite small (compared to what we often get in Unreal, at least!), the terrain is quite domestic in scope, and the outpost is limited, too. Story-wise, it's also much more formal compared to the previous map. But while nothing is particularly grand, the map wastes no space... apart from that one empty room with a candle, yeah, maybe a relic from a previous version of the map. I like the optional little side-things here.
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Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.


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