This is a companion discussion topic for the original entry at https://www.quaddicted.com/db/canonical/6fdc1e9ce385b11dba6e425ec53c1e76505fee1880b024d2dfee726b18ccab73
This is a companion discussion topic for the original entry at https://www.quaddicted.com/db/canonical/6fdc1e9ce385b11dba6e425ec53c1e76505fee1880b024d2dfee726b18ccab73
This is competently put together, and it does a thing that I always enjoy: bringing the player back to previously visited areas at a higher level. But it loses points for feeling very arbitrary — a puzzle constructed to be played through rather than a place to be lived in. Admittedly hitting both those goals in a single map is a tough skill, but that’s the task.
I was intrigued at how unpopulated the opening section of the map was, but my hope that it would have a pay-off, as in Zerstörer’s True Love Waits, was not fulfilled: monsters just slowly started turning up as the map continued.
There is evidently something going on with the shootable demon faces, but because I only found four of the five I never found out what it was. (I believe I missed the third, despite going back and checking carefully for it.) I suspect they hid a Super Secret, and my failure to find that is why I finished with only 93 of the 128 kills (and 4 of 6 secrets).
Another awesome entry in the Colony series. I just wish it were a bit longer, because the level design is so fun to explore. But it’s a worth entry, five stars!
There are quite a few Rotfish in this map. The fish counting bug is the reason you have 93/128 kills. 93 is the maximum on Hard and Nightmare.
Thanks again for playing, and for the feedback. Much appreciated.
Mike, your hunch about the demon faces is correct.
Gur ynfg qrzba snpr vf arne gur prvyvat va gur svany neran:
uggcf://v.vzthe.pbz/LeT1w9i.wcrt
Jura lbh fubbg vg, vg bcraf gb erirny n gryrcbeg gb n fhcre-frperg. Gb ernpu gur gryrcbeg, lbh arrq gb npprff n arneol frperg jvgu n cragntenz, gura whzc sebz gur cragntenz gb n yrqtr evtug orybj gur qrzba snpr. Orfvqrf fubbgvat nyy svir qrzba snprf, V oryvrir lbh arrq gb xvyy nyy gur zbafgref va gur svany ebbz sbe gur gryrcbeg gb gnxr lbh gb gur fhcre-frperg. Bgurejvfr vg jvyy gnxr lbh gb n genc.
(message encrypted with rot13.com)
That comment totally tripped the forum’s automatic filter so I had to approve it manually. Sorry that it took a while!
@Spirit, no problem. The message had both a URL and a block of gibberish text, so I’m not surprised the filter caught it.
This map is close to perfect in my humble opinion - my actual rating is 4.5, not 4, but there’s no such option. It’s sprawling, looping, and manages to be scary without monsters for a while. The layout and its interconnectedness are just gorgeous! Encounters most of times are a bit simplistic and easy, yet can suddenly become deadly and challenging. Really cool id1-vibe map! I haven’t played any other Colony maps yet, so I guess I need to check them out.
PS: Perhaps the only complaint is that the water tunnels didn’t pay off. They’re just there, but nothing ever happens in them, and they never evolve into any gameplay mechanic.
Thanks very much @alexUnder. That’s great to hear.
I did have specific gameplay features in mind for the water height tunnels, but they just didn’t pan out the way I had hoped. There are uses of the staggered water height idea (the swim up to the silver key, the flooded tower), but you’re right that the tunnels didn’t feature quite so prominently as envisioned from the start.
Thanks for playing, and for taking the time to leave a review.
This is very nice!
The problems with monsters/ammo from the previous map has been solved, and the layout of the map seems quite a bit more inventive.
All in all, very enjoyable!
Thanks for Your efforts, and thanks for sharing!