![]() To be honest, without Duke 3D doodads like calendars and stuff, it feels pretty barren. I'm not sure the office building really adds anything to the level. The bar is a nice touch as well as the end of level sequence. The opening courtyard fight works out pretty good with the trucks and all the bruisers hanging around. ![]() The forcefield trick with the two baby liquid metals was pretty cool, same with the glass wall facing the blue key room.Ī lot of really intense fights here. Except for the blue key room (depending on your actions) it's an easy level. Introduces the lost souls and pain elementals, aka the Liquid Metal stuff. Much shorter than previous levels, and a bit more conceptually intact. Favorite moment, I dunno, the whole level feels like it never lets up with monsters constantly leaking in. There's actually a lot of interesting fights here and I like the architecture, especially parts like the revenant cage room or the central room with its pillar teleporters. I take it it's an Infernal military complex. The rest of it is hide and seek among the crates with a bit of a surprise with the mancubuses in the grated room on the way to the yellow key. Really the toughest part of this map is the room that unlocks the louver doors and the open compartments right afterwards which caught me off-guard. Obligatory crate level with lots of boxes but it's actually set up quite nicely. Some of the building interiors are slightly more interesting, and I actually do enjoy the rooftop battles. There's some okay fights, only a few big outdoor ones but nothing really difficult or memorable encounter-wise. I think "Downtown" has more character than this place, but I digress. There's also a couple surprises waiting for you to lower the shield blocking the exit.īland and ugly city style level. None of the architecture really stands out but I enjoyed the teleporter swarm battle with the yellow key and the opening fight. Not too pretty but lots of action, especially the opening. And several nasty spring traps, like the first demon swarm.Ĭool techbase-style level. I have to commend excellent map flow you fight all the way to the yellow key and bam, you're right next to the yellow door. They look significantly worse than the other monsters up to this point, I think because their sprites are larger and more cohesive. The cacodemon replacements make their debut. The map is mostly outside in a badlands type area with a few indoor installations breaking things up. You have to be careful with all the hitscanners running around. This is a very hectic beginning, pretty much sprinting on eggshells. I like that the body count is starting to climb. Other than that it's a pretty standard techbase / sewer slogfest with some nice areas like the soul sphere room and several uses of deep water. Again I see that bridge layout they use to circumvent the lack of 3D floors, it's actually quite novel. Some surprises here like the only teleporter trap in the level. More techbase with of course some sewer stuff. I saw it coming but it was still a pretty rude awakening. Most memorable moment for me is the chaingun trap. Dangerous things here are the shotgunners and chaingunners. The opening is a little tense but it quickly quiets down. It's all underground, starting out in a finished installation and proceeding into darkened tunnels whose speckled nature greatly obscures the spectres. Also like the shaft secret with all the goodies. Good level, clever use of architecture for the bridge / lift. The biggest (and worse, IMO) texture offender shows up here, the garish wooden paneling that looks like a technicolor yawn. The demons look nightmarishly weird as the monster's a walking bundle of scythes. The imps don't look too terribly out of place, though they're really jerkily animated. The map is basically more of the same with some winding about. Not a lot of challenge, some chaingunners of course but the big appearances here are the imp and demon replacements. Nice big level, a few large, open rooms with very clear purposes (mess hall, slave quarters and slaughterhouse). The laser-grid doors look nice as does some of the duct work. As you explore the base, you see some goofy effects, like rockets launching in the distance, that would look have aged better were it not for the 3D-rendered sprites. You start out in a prison cell, guard murdered in front of you.
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