06/05/2008 - "Dead Mines" by Mr.Prophet et al
Moderators: Semfry, Sat42, Jigoku, UB_
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3098
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Subject:
Post Posted: 08 May 2008, 21:55
The odd little portal connecting the temple to the icy part, I think, was supposed to be a transport over a long stretch of terrain to explain the climate change.
- Semfry
- Trustee Member
- Posts: 2068
- Joined: 12 Nov 2007, 02:43
- Location: UK
- Contact:
Subject:
Post Posted: 09 May 2008, 19:49
This is probably my favorite map in The Escape. As I've mentioned before, I think the crate room fight is the best battle in Xidia (and perhaps one of the best Unreal fights ever). The level also has a bunch of other ideas in it, but the only one I found particularily disjointed is the "warp" at the end, as the base being built right next to a way into the temple didn't make sense.
I liked the controller battle as a change of pace, although it would have worked better if there were some more parts of the temple/references around. Finishing it off with the chainsaw is fun .
I liked the controller battle as a change of pace, although it would have worked better if there were some more parts of the temple/references around. Finishing it off with the chainsaw is fun .
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3098
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Subject:
Post Posted: 09 May 2008, 23:21
I am glad to hear that some of you really liked the crate room fight.
The reason why the level seems disjointed at times is because I literally made this map up as I went along, section-by-section. When I got to the temple area I really didn't know how to connect to the next map. I wanted to avoid an all out teleporter ending because that shows up in the next two maps. The idea for the portal was that by killing the Controller, a gate opens up connecting two dead-ends to each other, but I didn't have a handle of warp zones to do this properly at the time (I remember trying to recreate the feeling from Demon Crater).
I guess it's just one of those maps where fun manages to outcast logic and continuity
The reason why the level seems disjointed at times is because I literally made this map up as I went along, section-by-section. When I got to the temple area I really didn't know how to connect to the next map. I wanted to avoid an all out teleporter ending because that shows up in the next two maps. The idea for the portal was that by killing the Controller, a gate opens up connecting two dead-ends to each other, but I didn't have a handle of warp zones to do this properly at the time (I remember trying to recreate the feeling from Demon Crater).
I guess it's just one of those maps where fun manages to outcast logic and continuity
- UB_
- Nali Priest
- Posts: 7960
- Joined: 11 Nov 2007, 21:00
Subject:
Post Posted: 10 May 2008, 14:04
Ah, the Controller was the first evil Nali creature I ever killed. And he wasn't even a Nali.
Residual Decay and possibly any other map packs should sport more bosses who aren't be killed by the dodge-shoot-dodge-shoot thing; it certainly makes them easy to defeat, unless you're facing a new creature and not an old one with altered properties.
Residual Decay and possibly any other map packs should sport more bosses who aren't be killed by the dodge-shoot-dodge-shoot thing; it certainly makes them easy to defeat, unless you're facing a new creature and not an old one with altered properties.
- Darkon
- White Tusk
- Posts: 2239
- Joined: 12 Nov 2007, 15:11
- Location: P46153
Subject:
Post Posted: 12 May 2008, 14:31
UBerserker wrote:Ah, the Controller was the first evil Nali creature I ever killed. And he wasn't even a Nali.
Residual Decay and possibly any other map packs should sport more bosses who aren't be killed by the dodge-shoot-dodge-shoot thing; it certainly makes them easy to defeat, unless you're facing a new creature and not an old one with altered properties.
I agree with that.. I love to kill bosses by solving somethign instead of the non-thinking shoot2kill.
Never trust a Dutchman in a tulip fight.
- wael
- Skaarj Lord
- Posts: 200
- Joined: 15 Nov 2007, 19:07
- Location: KSA, Jeddah
- Contact:
Subject:
Post Posted: 12 May 2008, 15:12
Darkon wrote:UBerserker wrote:Ah, the Controller was the first evil Nali creature I ever killed. And he wasn't even a Nali.
Residual Decay and possibly any other map packs should sport more bosses who aren't be killed by the dodge-shoot-dodge-shoot thing; it certainly makes them easy to defeat, unless you're facing a new creature and not an old one with altered properties.
I agree with that.. I love to kill bosses by solving somethign instead of the non-thinking shoot2kill.
Especially if that boss has the ability to kill you with one hit.
Who is online
Users browsing this forum: No registered users and 1 guest