c09ebe9e426e033a654fa622a47228d01788c0c4544e5029b4a2c65b9ce69368

c09ebe9e426e033a654fa622a47228d01788c0c4544e5029b4a2c65b9ce69368
overall_rating 4.153846153846154 26

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Spoot map was really fun :slight_smile:

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NOT wanting to get into al the drama which happened on Discord and Slipseer with this, and not trying to get Quaddicted into all of that as they had nothing to do with it, just for archival purposes, but the organizer of this event was Ish.

About the maps, we have the usual mix of speedmaps-turtle or jams like in other in these last years:

Aesop: something in the middle between a Speedmap and jam map with a nice variation of vertical and horizontal gameplay, and progression. The music added does not add anything significant so it can be turned off.

CC: speedmap with linear progression that sometimes seems like it is trying to go the jam map route in some details. Has straightforward combats in a loop-alike or straight layout. Has several bad instances of bad enemy placement and a door that only opens once. Same as previous, last encounter has infinite ammo.

Dfl: this is a straightforward jam map which also went the ‘‘every brick is a brush’’ route, decision from where the map suffers the most gameplay wise due to getting stuck and encounter issues.
The map seems to rely on getting some sneak shots on the player from locations which he wouldn’t expect, which makes the map a bit frustrating and a lot easier on next tries. The fact that it also relies (and repeats) on obvious monster closets on some areas does not feel detrimental to it.

Ish: maybe the most speedmap-ish of the pack as it relies for progression and combat on a different, and well implemented, mechanic: gravity. It is interesting and mostly solid but is low on ammo and can get worse easily due to bad aiming till getting used to the gravity. Has a big part which relies on good exploration and one progression issue which i think needs bunny hopping to get through (the closing gate).

Llanstoloq: speedmap with linear layout and some backtracking, big scale, and straightforward decent combats. Has some issues with mostly harmless enemies and the skybox can be safely deleted as do not add anything that a void route could not have handled the same.

Magnetbox: speedmap with some crazy mostly in the good sense encounters due to spawning and interesting ideas. It is based on entirely separate areas, on a linear layout. On the bad side, surviving the vertical part is mostly luck, and even if done the next encounter can easily kill the player too. The added music is not a fundamental part of the concept of the map and can be turned off or changed with no issue. Can be finished killing all with only the shells provided.

Mh: very solid turtlemap or jam alike map with mostly straightforward encounters on the same floor, on a loop shaped layout around a central room. No issues. Can be almost finished killing all with only the shells provided.

Spoot: crashes the custom engines i tried to use so nothing i can say about.

Zigi: feels more like a normal release with less polishing. The map is solid with mostly straightforward and sometimes bland encounters. Lots of spawns are being used mostly in a fair way. It forces, with ammo, to use the higher DPS weapons available. The fog and skybox add to the visuals on short distances, but becomes detrimental to the map on longer ones. The secret leading to a trap with spawns was evil.

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