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Unregistered user “Anon” posted:
There are many great maps, but why did you guys based it on alkaline instead of arcane dimension? I think it would have been better.
@Anon because for exampe there’s no moving waters in Arcane Dimensions. For sewers specifically it’s a very cool feature - most maps in here utilized it
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Unregistered user “Anon” posted:
@Alex Ros True. Just noticed that. Actually, I regret what i said before. I started to like some of the changes Alkaline introduced and new monsters too.
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Stupidly, I started this pack witj Mazu’s huge and difficult Just another sewer jam (sj2_hcm
), and it’s going to be a very difficult act to follow. It presents so many fascinating combat challenges, and gives you so much to explore, that my only real cricicism would be that it can become overwhelming.
It took me a long, long while to get to the end — and then I went back in with my double jump-boots in search of more secrets and the final kills. I did find more of both, but finally gave up on 462 of 468 kills and 19 of 27 secrets. I figured that discovering the “why are you here?” secret right near the start was as good a place as any to call it a day.
Anyway. A great map. Loved it.
What a marvellous surprise to blunder next into Sewercide (sj2_catchdasmile
) — maybe the best debut map I have ever played. At 75 kills, it’s a fraction the size of _Just another sewer jam, but it more than makes up for the small physical size by the endless inventiveness of the gameplay, with new areas repeatedly opened up by the progressive flooding of the play area. Keys and doors are also used in unexpected ways, and the powerful weapons become available just when you want them to deal with the escalating attacks. Good to look at, great to play — a home run straight out of the gate. More from catchdasmile, please!
Sewer Therapy (sj2_yoder
) is good too, and it’s no criticism to say it doesn’t reach the heights of the first two maps. It’s a deeply satisfying experience — therapeutic, even — with lots of zombie-grenading. A bit short, perhaps, and doesn’t have any secrets. But still a lot of fun.
Another very strong debut map in Sewer Screwer (sj2_smuphix
), who explicitly call this out as his first map in the message at the end. The build quality is superb and the progression unusual and interesting, with rising water levels again playing a big part. Lots of fun combat, even if the ending is a little anticlimactic. I’m so excited about all these new mappers, and that they are coming in so strongly on their first attempts!
There are lots of great ideas in Pipework-Powered Pillars (sj2_sze
), but it’s just idiotically difficult — especially in the final battle. In the end, it took all the joy out of playing. The mapper is supposed to creating something fun for the playing, not attempting to beat him.
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Picking up on this jam after a quick detour to replay Subterranean Library …
We become a problem when we describe a problem (sj2_naitelveni
) is a shortish level whose gimmick is that it requires you to swim through poisonous sewage to press the buttons that raise the central pillar. Happily, the necessary envirosuit respawns, so failing to get them all on a first attempt isn’t fatal, so long as you can find your way out of the sewage once you’re in.
Not bad, but nothing special.
The untitled map by Grash (sj2_grash
) feels more like an experiment in learning to map than it does like a finished level. It’s short and insubstantial. I hope in years to come, when Grash is creating amazing epic maps, we can all look back at this one and wonder at how far he or she has come.