e9b3856f29d5a76f6c185de1d16e8d2e183ddf556913a1ba952d52db52b3ce4c

e9b3856f29d5a76f6c185de1d16e8d2e183ddf556913a1ba952d52db52b3ce4c
overall_rating 4.0625 32

Forum thread for ad_muksp1

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Copying my func comments here since this comment section is bare:

Aw, very nice. Fun to look at, fun to play (skill 2). I very much enjoyed some of the slightly unusual monster-type choices. And in general the monster placement… several spots where the geometry made the fight 2x more entertaining and challenging.

Lots of opportunities to pop zombies, so A+ on that.

A bit of good puzzly routefinding, while still keeping the feeling of a temple/ruin rather than a mazebox. Great overall length (playtime) too.

The only thing that made me frown was the final asshole bossmonster, partly because all sorts of weird damage effects started hitting me before I could see what was there, and partly because I just haven’t internalized how that dude works in AD. (It felt quite unfair that I could be set on fire while splashing around in the water!) Got him first try though, so it couldn’t have been that bad.

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Okay, so linear levels aren’t my favorites, but this one still gets high marks from me. The architecture is evocative and tactically useful, and the challenge level seems appropriate. I loved it, honestly… my only complaint is that it’s too short.

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This is a nice map with a delicious Koohoo vibe, but it’s over pretty quickly by modern standards. I enjoyed it, and a year or two ago it would have been a four-star map; but standards have switched up a lot in that time and I regretfully score this at three stars in 2019. The addition of a few more secrets might have pushed it over the hill.

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