271003aa991e3e3cb29a1f6ff56ac275220729a62af74eadb8a0c5f4a07667ad

271003aa991e3e3cb29a1f6ff56ac275220729a62af74eadb8a0c5f4a07667ad
overall_rating 2.4375 16

Forum thread for autumn_sp

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This has very unique architecture, which is both a strength and a weakness.

The brushwork is often interesting, as in the screenshot. And the architecture, with its mix of somber interiors and crisp but not-too-bright outdoor areas, creates a distinctive autumnal mood. The map lives up to its title.

Yet almost all of the rooms and hallways are huge, so it’s easy to pick off enemies from a distance or run right past them. Apart from one clever ambush near the start, the combat is devoid of surprises. Also, ammo is relatively tight, so players who are less accurate or less conservative will frequently run low.

I’m impressed that the author managed to create such an aesthetically distinct map for his debut, but I hope he puts more emphasis on gameplay in future maps.

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JMP’s review was great so not much else to add here but figured I’d chime in since I did play it. The author had some neat ideas here for architecture and environmental feel and an interesting use of a trigger_jump in the first arena. Unfortunately the ideas don’t amount to much in terms of actual gameplay and many of the areas feel too large and empty. Overall a unique first map and better than many first maps but will definitely be interested to see what this author does next. I hope they keep their interesting ideas about architecture and continue to refine on that and on gameplay.

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I would have rated this higher but for the bug which prevents the loading of a saved game. When you try to load, the game hangs at the ‘loading’ screen and the only way out is to close the game. One symptom is that in the saved game list, the level name appears, but the kills column is empty. It does this with QS and QSS both ver. 0.93.2

I was looking at this level as though it were experimental as far as brushwork geometry goes. I found it unusual and interesting in that respect. Also, the lighting was impressive at times.

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Since this map was released 3 years ago, it’s become a personal favorite. It has a unique aesthetic that I really like, and the layout is great. At the risk of over-simplifying, the map offers the player two paths to reach the exit, but there are also several points at which the paths connect, along with a few side rooms that are fun to explore and a couple of clever secrets. The only downside is unbalanced gameplay: one of the two paths is ridiculously hard, while the other lets the player run past nearly every monster and reach the exit in less than a minute. But even with the flawed gameplay, this has so many interesting ideas that’s it’s worth checking out.