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Author Topic: [re-release] Vermin Clearance  (Read 4856 times)
Mikko_Sandt
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« Reply #60 on: April 06, 2010, 06:54:34 PM »

Shot the last boss through one of the hangar/warehouse windows, dunno if you meant it to be played like that.

Anyways, I reviewed the pack.
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« Reply #61 on: April 09, 2010, 10:03:55 PM »

The eighth level looks good except the shading is too weak from what I can see of it. This map is incredibly frustrating to figure out how to do properly. I can't find any weapons, I haven't figured out how to get the yellow key without luring a trooper near it and jumping off it's head. I found the blue key, but no blue lock. I did figure out how to get onto the wires and jump to the platform, squat-walk into the window where the switch is, open the elevator, and make a mad dash for the nuke button after obtaining the red key, which just happened to be in the room right next to the red lock.

I want to finish this map properly, but the lack of any weapons to defend myself while exploring is getting irritating to the point of where I just want to delete the game file and cut my losses. There are just way too many aliens to contend with to be able to stop in one spot for more than a split second before having to dodge all the lasers and bullets.

EDIT: Never mind. I found a pistol, a freezer, and the blue lock. I died about half a dozen times before I found what I needed to progress which doesn't say much for the game play of this map.
« Last Edit: April 09, 2010, 11:04:28 PM by Forge » Logged

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Mikko_Sandt
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« Reply #62 on: April 10, 2010, 09:04:49 AM »

That's the tower map? Yeah, it was very frustrating due to not having enough weapons. Too many distractions when you're outside, liztroops shooting at you from the skies and you're missing the pistol, your trusted sniper.
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« Reply #63 on: April 10, 2010, 06:17:18 PM »

Finished the eighth level.

It has a nice outdoor feel to it; especially with the stream through the rocks and the pool. Even though the shading is weak, it has a nice atmosphere. Then there are the game play issues again. More switches that activate things on the other side of the map with no indication of what has just been done, more touch plates that can be activated more than once so the player can run back and forth across it and not realize something's been opening and closing, and more frustrating and difficult game play due to all the weapons being taken away at the begging of the map.

Texturing/Lighting-Shading:7/10
Sprite Work/Detailing:8/10
Ambiance: 8/10
Architecture/: 18/20
Layout: 19/20
Gameplay/Design: 25/30
Overall: 86/10

fyi: the player can jump from the strut on the side of the building that's holding the power line and make it to the platform where the elevator is and go practically strait to the exit thus bypassing about 90% of the map.
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« Reply #64 on: April 10, 2010, 06:20:14 PM »

Started the ninth level. The author must have been really buzzed on something or late for a band rehearsal about the time he added this level to the pack: he let the player keep all the weapons and ammunition gained from level eight.

Found a shortcut to bypass the entire area where the blue key card and lock are.
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« Reply #65 on: April 11, 2010, 08:48:01 AM »

Finished the eighth level.


fyi: the player can jump from the strut on the side of the building that's holding the power line and make it to the platform where the elevator is and go practically strait to the exit thus bypassing about 90% of the map.

I know...
As i stated many times: I build for explorers. Sometimes I throw in goodies as a bonus for explorers.
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