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09/02/2009 - "Research Facility" By Jago

Each week a single map is discussed here in detail.

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Subject: 09/02/2009 - "Research Facility" By Jago

Post Posted: 09 Feb 2009, 15:11

Map Title: Research Facility
Author: Dan "Jago" Naoumov
From: Darkside
Filename: Dark_3.unr
Video Playthrough: http://www.dailymotion.com/MMAN2/video/13964835

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Synopsis: You enter a Skaarj research facility after hearing of Skaarj research on bionic supersoldiers; you need to destroy them before the project is finished.

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Post Posted: 09 Feb 2009, 19:16

You get to do all the best maps, MMAN! 8)

I would be surprised if we get more than 5 comments for this one, but thanks for doing it!

(The rest of you will, of course, now all prove me wrong, just because...)
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Post Posted: 09 Feb 2009, 19:26

I liked the placement of the skaarj sniper in this map. You can sneak under him and get up behind him to kill. The elevator movers were pretty nice too, but it seems they are missing sounds? (or at least the last one was)

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Post Posted: 09 Feb 2009, 22:46

The only tech-themed map of Darkside. This was the first map where I tried MCoop and it was goddamn fun.

Anyway, I remember a lot of almost empty rooms filled with many Skaarj Snipers and Skaarj Infantries. They weren't so tough due to the amount of Razor Blades found (I think).

Lighting was colorful, and texturing was repetitive. Other gameplay stuff was regarding the battles against Cryo Skaarj (always welcome) and a mutated Skaarj Lord, similar to the one of Toxic.

It was short too.
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Post Posted: 10 Feb 2009, 09:12

I'm pretty sure I've played this (based on a playthrough). Combat is on an easy side due to amount of ammo, health and choice of enemies (SkaarjOfficers are the easiest ones...). Texturing and architecture as well as lighting - it's not the first-time work (or if it is it's really impresive!), although some variety wouldn't hurt.....

On a WTF side: why some panels (even the one visible on second screenshot) contain messages in english? Why pressing a button brings up 'Access granted' message? Wasn't that supposed to be Skaarj facility? :lol:

Overally - ok if you look for some action, moderate if you look for anything more.
UBerserker wrote:Story: totally guessed that Skeletor was the thief.

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Post Posted: 10 Feb 2009, 23:02

That's kinda wierd how most of the Skaarj bots in the map drop DP powerups, that made me think they have higher level DPs but not. Also the big Skaarj Lord near end couldnt shoot. :?
http://www.gta4.net/weapons/

It has all funniest weapons, in the war on Terror

http://www.youtube.com/watch?v=egeNrthYW20

Liquor, Guns, and Fun.

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Post Posted: 10 Feb 2009, 23:38

Punisher wrote:That's kinda wierd how most of the Skaarj bots in the map drop DP powerups, that made me think they have higher level DPs but not.

It can be set via some property while creating the map (the item the creature will throw upon it's death that is). Remeber medkit-dropping Skaarj in Unreal?
Punisher wrote:Also the big Skaarj Lord near end couldnt shoot. :?

Yeah, but he tries to what makes him even easier to beat. Most probably AI glitch, fixing it would require too much work I think.
UBerserker wrote:Story: totally guessed that Skeletor was the thief.

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Post Posted: 11 Feb 2009, 03:17

Wow...I don't know this one at all.......

Gotta d/l & play...and Scrag...6 comments :lol:
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Post Posted: 11 Feb 2009, 17:04

zbreaker wrote:Wow...I don't know this one at all.......

Gotta d/l & play...and Scrag...6 comments :lol:


:lol: make that 7...
Basic map.. VERY basic stuff... is ok if you're very bored.
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Post Posted: 11 Feb 2009, 17:30

Jethro wrote:On a WTF side: why some panels (even the one visible on second screenshot) contain messages in english? Why pressing a button brings up 'Access granted' message? Wasn't that supposed to be Skaarj facility? :lol:

lol, that was the very first thing I noticed in the screenshots. Obviously not much thought was put into the design!

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Post Posted: 11 Feb 2009, 18:33

Waffnuffly wrote:
Jethro wrote:On a WTF side: why some panels (even the one visible on second screenshot) contain messages in english? Why pressing a button brings up 'Access granted' message? Wasn't that supposed to be Skaarj facility? :lol:

lol, that was the very first thing I noticed in the screenshots. Obviously not much thought was put into the design!



Just like aliens in Star Wars usually speak English, with or without a tiny accent.

Conclusion: The human race evolved from the Skaarj... :P
Never trust a Dutchman in a tulip fight.

User avatar Jethro
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Post Posted: 11 Feb 2009, 18:40

Darkon wrote:Just like aliens in Star Wars usually speak English, with or without a tiny accent.

Fortunately, in games like KotOR, aliens speak some rubbish, which is translated to English only in subtitles. But english-speaking aliens is a general pitfall in many games.

But, in Unreal, they do speak Skaarjish, don't they?
Darkon wrote:Conclusion: The human race evolved from the Skaarj... :P

Or the other way around! :lol:
UBerserker wrote:Story: totally guessed that Skeletor was the thief.

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Post Posted: 11 Feb 2009, 22:31

zbreaker wrote:Gotta d/l & play...and Scrag...6 comments :lol:


So my cunning strategy of reverse physchology worked, then? ... :P
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Post Posted: 12 Feb 2009, 03:58

Certainly did..........

And yeah...pretty run of the mill Skaarj/Tech stuff...not exactly my tastes...which run more towards the ancient/crypt/Nali or outdoors stuff in Unreal.
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Post Posted: 14 Feb 2009, 17:39

Probably my favorite of the Jago levels; the lighting is a little better than his other maps, and it pulls off the Quake/Doom style of play pretty well with smooth flow and a few interesting combat set-ups (like the Sniper mentioned earlier), although it lacks the conceptual grandness and overall gameplay that defines the best levels in that style.

The Skaarj with projectiles disabled are kind of dumb, as they are pretty much harmless, the feared genetic experiments are also a letdown and pretty much fodder; although their presence (along with a couple of other events) does result in much better narrative integration than other Jago maps.


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