Alien Die 2 - GrandmasterJ
Monsters sit in better mousetraps of varying degrees of creativity and involvement from the player in a gallery of fatal contraptions.
Author: Michael Koeberlein, LordSlayer
Date of final release: 1999
Maps in package: 1
Map review of Alien Die 2
(originally posted on SCMapDB)
by GrandmasterJ | March 11, 2022 | 3376 characters
The sequel to Alien Die is much better than the first. The concept is the same, a map with a bunch of monsters stuck in traps with buttons players can press to kill them in unique ways.
The map is broken up into three areas, the spawn room, the nextdoor room with a teleporter, and the long room on the other side of the teleporter. The spawn room has a tram between two rows of sandbags. Zombies appear on the tracks in the middle endlessly and there is a button that will make the tram move back and forth, crushing the zombies into gibs, until the button is pressed again. The zombies can sometimes escape their trough, but it's rarer than one would think.
The second room has two traps, one that crushes an alien grunt, and one that is a dunk tank into a blender. A vortigaunt sits at the top of the blender and has a clear shot to the back of the room, so while it is trapped it can still attack. There is some ammo here but no shotgun or rocket launcher so I don't know why it's there. There are also grenades, tripmines, and explosives next to a series of buttons that left me baffled but made him think spawned the ammo. I do seem to get underbarrel grenades by pressing the far left button at least, which also gives me an M16. There are no other weapons in the map, it's much more limited in weapon variety than the previous map. There is a teleporter in the corner which leads to the next area.
The last room is long, on one side is a big glass box full of a variety of aliens, the other has a conveyor to a vat of acid. A button turns on lasers in the glass box and kills all the aliens, it's very boring. The conveyor belt zombie can escape his trap easily and becomes problematic. There is a shooting gallery in the middle with two zombies trapped in front of a mounted gun. In the back of the room is a strange lump of mountainside texture next to a chair, a clearly prefab vending machine with the breakable glass done poorly and buttons that slide to the right when pressed, and a big glass box with human grunts. There are two chutes over the grunt box, pressing a button will open them and rain headcrabs down two at a time, a slow enough pace the soldiers have an easy time. Another button blows up everything in the box, but not enough to outright kill the grunts. Oh, and there is also a line of killable G-men in the back that have no animations. When you kill them they fade away slowly.
Oh woops, I was wrong. There was a fourth area, that strange lump of mountain thing in the last room is breakable and behind it is a portal to a never-ending gargantua fight. A rocket launcher would really have helped.
All in all, a better map than the original. The ideas were fun and most of the traps were done well. Enemies can still attack and escape traps, but not nearly as bad as the first map. It still doesn't hold attention long.
Pros:
- The traps were mostly fun
- I enjoyed killing the Gman
- plenty of explosives
Cons:
- The monsters can still escape, albeit only in one place really
- the laser box is really not interesting
- ammo for guns we don't have next to something that could possibly be a broken weapon spawner
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