[User added a rating.]
[User added a rating.]
[User added a rating.]
Very good map. I agree there is something a bit bland about the environment when taken as a whole (though the standard of workmanship is excellent). But the combat was great and the level did a nice job of twisting back on itself a few times. Ammo balance felt spot on (Skill 1).
Also, cool way to end the map.
Wow, all the times I’ve played this map (and all of CZG’s), and it turns out I never commented on it or rated it! I’ll have to replay it again and fix that.
Just replayed it myself. I think by my original comment I meant that there isn’t a huge amount of detail busting out of every wall. The abstract design, prominent curves, and the fact that everything is seemingly jutting out of (or hanging in) the void certainly gives this map a very unique feeling for what would otherwise a pretty straightforward medieval map.
[User added a rating.]
Having now replayed, I have to admit to myself that it’s a definite backward step from the masterful Ceremonial Circles (czg03), and not really one of the better entries in CZG’s stellar oeuvre. Still fun to plan, but with little of a mastery of time and place that infuses his best work.
Numb Nimbus leads into the sadly unfinished Aerospace Two (czg05), which is still worth running around and exploring in even though it has only seven kills and seems to stop dead after the silver-key door. Part of me wishes he’d completed this; but I can hardly lament that he abandoned it (and presumably czg06, which I don’t think I’ve ever seen) to work on the magnificant Insomnia (czg07).
[User added a rating.]
Pretty fun and pretty tough! Digging the textures.
[User added a rating.]
[User added a rating.]
[User added a rating.]
[User added a rating.]
[User added a rating.]
[User added a rating.]
[User added a rating.]
[User added a rating.]
[User added a rating.]