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4ways - Dunkelschwamm

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      4ways has four different ways for players to go. Each way has stuff to kill with a loose theme. It's a very simple concept. SCMapDB page Author: agrs700 Date of final release: 2010 Maps in package: 1 Map review of 4 Ways (originally posted on SCMapDB)  by dunkelschwamm | December 4, 2021 | 1413 characters      4ways is an example of fairly minimalist level design which paints in broad strokes as it grasps at rooms full of combat, a massive restocking room where you spawn (why not just give the player the ammo and guns when you first spawn at skip the annoying ammo respawning sounds?), and half-baked ideas. That's not to say it's bad or even a poor execution of what I think it was attempting to- I think 4ways is perfectly comfortable in its simplistic broad strokes. It flexes when it wants to with a laser gimmick area and a fairly nifty hangout rave room. The rest of the map is corridors full of enemies in what are perfectly fine corridor arrangem...

4ways - GrandmasterJ

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    4ways has four different ways for players to go. Each way has stuff to kill with a loose theme. It's a very simple concept. SCMapDB page Author: agrs700 Date of final release: 2010 Maps in package: 1 Map review of 4 Ways (originally posted on SCMapDB)  by GrandmasterJ | December 4, 2021 | 1430 characters      4ways is a map with four different things to do, and that is all.      There is a hallway full of enemies that ends in an apache battle, a large room that spawns in enemies that has a really cool iris door that leads to more enemies, a party room, and a room full of lasers that neither my teammates nor I wanted to really get into. I don't think the elements came together in a coherent way, the party room especially was out of place. That different rooms weren't all that particularly interesting, except that really cool iris door.      The only place we didn't explore was the strategy room, a room filled with lasers and...