1b0abee2da830f78fe6d34a44eab218355f4e2a87a65aadba9d4cc465e7cf66f

1b0abee2da830f78fe6d34a44eab218355f4e2a87a65aadba9d4cc465e7cf66f
overall_rating 3.65 20

Forum thread for tfl4

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I was replaying the TFL series of levels, and was surprised to realise I’d not reached this one previously. I really enjoyed it. It sort of mundane, to be honest, and very linear, but it’s just fun at every stage. Nice combats where you can pick off base enemies.

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Overall, I liked this map. it’s especially god for its time, and feels, in many places, like a Vanilla id map. A couple of things put me off: Firstly, there are a couple of jumps needed to progress that I found quite difficult to pull-off. Secondly, the quality of the design tapers off a bit towards the end, as if the author were just trying to get the level finished.

But definitely worth a play.

Quite solid map. Has good positioning of enemies and varied rooms and combats, better lighting than the previous, some nice use of crates and varied gimmicks.

About the issues Ubiqutous tells about: i never found a place requiring trickjumping, not even for secrets, but it needs to think where to go next after each jump so my supposition is that he found a harder route. On the other side i noticed that the quality of the brushwork lowers a bit after the gold key.

What i found an issue was that the NG is in a dim and bland lit room, so i didn’t see it on the first pass and had to go back and search for it twice when i saw myself having to use the axe, because towards the end the map is a bit tight on ammo if i try to kill everything on sight.

Overall, a 4+/5- for the time.

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Many years ago, this was the first custom map I played. I thought it was near perfect at the time. Replaying it now, I notice more flaws: some misaligned textures, and as ubiquitous mentions above, the design goes to seed after the gold key door.

Nonetheless I enjoyed it and still think it’s a pretty fun map. The architecture and textures vary–it’s mostly white, but there’s some orange hipside-style walls; there are both warehouses and waterlogged rooms–but it integrates them well and feels cohesive. The combat is challenging but not unfair. Secrets are on the hard side.

Er, it was actually Cocerello who mentioned the gold key door, not ubiquitous. My bad. But needless to say I agree with both of them about the quality dropping off in that final part of the map.

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This is a solid, nice Base map. The rotating fans were a nice touch. Good layout and clean geometry (the screenshot shown here is unflattering). I agree with above that the detail tapered off a tad after the gold key door, but it’s there is not much after that door. Didn’t notice any trick jumps at all, at least for progression. Only found 2 secrets, so they are hidden well. Definitely recommended to those who appreciate Base maps!

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