2e438c95ff5a5f5b1c1bb378d21f2ae7ebf130304648c1614d0daaa27f44a7ff

2e438c95ff5a5f5b1c1bb378d21f2ae7ebf130304648c1614d0daaa27f44a7ff
overall_rating 3.375 16

Forum thread for my_level

Too much concentration put to make objects/layout look like in the real life instead of doing playable proportions.

Not bad(even good) for `98 but I’m judging map form year 2014 and it’s got only 3.

Also interesting thing - Denis (the author) hide the fact he worked on the map for competition from magazine staff being in position of game.exe’s layout designer. (info from the magazine itself, issue 1998/02).

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Felt like a potpourri of existing parts the author slapped together. Some nice pieces but overall mostly annoying by being tight and hard.

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How do you get past the lightning on the “Gods need sacrifice” altar near the end?

Iirc you have to jump over it somehow. Pretty weird ending.

Oh yeah. Pretty easy, in fact. Not sure how I missed that.

Well, all in all, I liked that more than AAS or Spirit. I thought the realism was pretty well done, there were some genuinely tricky combats, and ammu supplies were well judged. It would be a high 3 or a low 4 today, but for the time a definite five-star map.

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Although I do admire the brushwork and concepts done here, this map is too ridiculously tight to be enjoyable. Some monsters are stuck in the geometry and maneuvering inside the submarine is almost comical. Also, some crucial weapons are tucked away in dark corners in complete shadow.

Regardless, it does do a good job telling a story and uses some neat gimmicks (like the Mech warrior & sub). If only the gameplay matched the map’s ambition.

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I quite like this.
There are quite a few good ideas in this map - for it’s day and age i think overall it’s good, but the practical mapwork has been done by a not too experienced mapper.
This seems to be the only map by Gusakov on the site; this may be the only map he published. A shame, i would have liked to see how he had developed as mapper.