fileball.whpress.com
1999

September 1997

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January 1999

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April 1999

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Timeline

Non-Linearity

Kids! This is excellent! Would like to know the author because he's got a handle. Six levels, each one a very different venue but a basic mission involving Boomer & data chips with Tycho trying once again to entice you to his side and dissing Durandal. There are five levels with number five transporting you back to the game screen as though you were through, BUT, there's a sixth level where you can just fool around as apparently the author did. A very good scenario, will keep your interest all the way through. Prison level, Boomer level, vacuum level, this one has it all. Highly recommended!

Operation Inferno V1.2

A three level solo map that has you chasing after some pfhor again for Durandal. The theme of this one is for you to wipe out the remaining baddies on a planet and then you will get to the final level. I found just a couple of smears and texture problems but on major damage, you will definitely have some battles to fight. Make sure to save your game often.. Level design is good, and very good in some places. Except for a few instances, flow was quite good.

Phore Trouble

This eclectic ensemble emphasizing second-party euthanasia echoes with experimentation. Mr. Trebes is very much a work in progress as here you will find intro's, opening screens (Hawaii?), mission sort of, some familiar levels (7 in all includes a final Net for up to "8 players"). There is enough ammo on a level with a Pattern Buffer (also) that you wonder . . . Well, enjoy the carnage and all the Juggers. What next Nathan? E for Effort as a budding Map Maker.

The Giluen Project

An astounding amount of mileage for a small, tight map. Pretty good too. Way in it even has a Pattern Buffer (personal fave) to assist you. Combat training turned into combat mission. Articulate terms. Spoiler-type Read Me.

Z.o.G. Corporations

Mattias lives in Sweden and our thinking is he's a newbie at map making. The Z.o.G. Corp. is the AI in the terms with a primary directive on each of three levels; kill everything & report back here, but destroy circuits first. Or hit switches first. The story lacks greatly in continuity. Needs some kind of path to accomplish objectives as you find yourself running 'round and 'round wishing for some clarity and a way to find what you need. From a term on level three: 'the cadetts are revolting', how true. However, a big however, if your aim in life is to flatten aliens, blast your way around elevators (always the same), wind through corridors (always the same), swim through a myriad of underwater tunnels (always the same), you might appreciate this scenario.

Stacked Walkways

A pretty neat demo of two walkways on top of each other. The technique uses scenery items to fake the look of the walkway, so you don't look like you're floating... it seems pretty clear that with a little bit of artistry, the proper scenery items could be created to make the upper walkway look nearly flawless. Also contains an intriguing extension of the author's untextured wall experiments.

Not a Good Landing v1.1

A four level solo scenario. Mostly well-built, with nice architecture, and decent gameplay. Play would be better, I think, if it weren't quite so predictable.

Test Arena

A simple concept, elaborately (and extremely well) executed. This is an arena for testing monsters. Standard monsters, custom monsters... doesn't matter. You get lots of ammo, and a safe island, and a setup that allows the release of exactly the number and kind of monster you'd like, when you want it. It's way more elaborate than you'd ever really need for this task, but hey-if you're going to do something, why not do it right? If you need a test map for your new monster, this would work quite nicely.

Death

A single level solo scenario. In a lot of ways, it reminded me of a map for M2 called Descent (except that it's far less buggy than Descent was).

In-Fin-A-T

A single level solo scenario. You wake up in a strange room, with a magnum that shoots pfhor bolts instead of bullets... flow is good, the level is hard, and generally, completion is possible.

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