adbbf91f64bf471f4ed73ed12016ff1e1f868cb7c50fbd8e881c8dd422bd5068

adbbf91f64bf471f4ed73ed12016ff1e1f868cb7c50fbd8e881c8dd422bd5068
overall_rating 3.380952380952381 21

Forum thread for rofra

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I would have called this “small” rather than “very small”. It has 46 kills, which is not nothing, and they are mostly pretty tough monsters. There’s a non-trivial progression, and some interesting combats that require a bit of strategic thinking. Against that, the visuals are bland, and there’s a bit more running around the same set of corridors than I’d ideally have liked. Still, worth three stars, I think.

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Well, the lack of ammo makes it very frustating. So dealing with the ogres must be pospone, the backtracking was very annoying and teleporting enemies are a very cheap way of making things difficult.

I don’t know what the intention of the map was, but I see a lot of potential. The large area in the middle could change everytime you go back, that would be interesting

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A tough but fair map, where you will have to prioritize your ammo usage to what’s most immediately threatening. There are tricks & traps, but they give you enough time & space to react.

My only significant complaint would be that the texturing and architecture are pretty “meh” and don’t feel very Egyptian.

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I quite liked this one. I found the architecture attractive, if not perfectly “Egyptian,” and the challenges were plenty of fun.

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