Glow Prototype

by Meerjel01

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Uploaded Mar 19th, 2020 for Lost Lands Episodes 1 - 3

Description

Decided to release Glow as an unfinished game because it feels like it will change when The Silence gets released.

Glow is built from Lost Land's resources, which is why the menu image is the base game's as well as textures and sprites. Music is taken from my iTunes list which features Tineidae, Totakeke and Cybernetika. Don't use the songs for your scenario if you haven't brought them yourself. (Cybernetika's was however free) No copyright intended for any song. Removal is acceptable.

Don't criticize this scenario. It's unfinished and are only mean't as a glance of history.

Meerjel01

Version 0.1

Made a global version AND a less law breaking one as-well.

  • Tags: scenario unfinished
  • 1,515 downloads
  • 1,262 downloads of latest version
  • 3.0 rating ( 3.05 weighted for sorting )

1 Review

  • Currently 3/5 Stars.

It's a start

Herbert_W on Mar 21st, 2020, Version 0.1

I was able to extract the map, shapes etc. from the application and use them with a normal copy of A1, which was fortunate as the provided application would not start.

There's not a lot here. There's nothing outright bad, but this scenario does suffer from a lack of variety both in terms of combat and level design. Almost every encounter is basically the same with narrow corridors funneling enemies that can be swept away trivially with a generous supply of AR ammo.

My advice to the mapmaker is to try to set up encounters where the player must exploit different strategies. Stunlocking enemies in narrow corridors gets old fast. If the player also needs to circlestrafe, to dodge dynamically, to use cover, to snipe, and to explore cautiously - then you have a more varied and therefore better scenario.

Likewise, the level design consists of the inside of several different parts of a base, with rooms and corridors . . . but that's it. It's all more of the same, and there's no sense of how the different parts relate to each other aside from being described in the terminals as different wings. There's also no sense of how they relate to the outside of the base or where the base is. Look at the first chapter of DOOM where the player spends most of their time in a base but can also see and go outside, and can see other parts of the base through windows. This adds both variety and cohesiveness, which are missing here.

6 Screenshots

Mea

Screenshot titled "Mea"

Starting Point

Screenshot titled "Starting Point"

LVL2 Among These Boys

Screenshot titled "LVL2 Among These Boys"

LVL2 Among These Boys

Screenshot titled "LVL2 Among These Boys"

LVL3 Among These Pfhors

Screenshot titled "LVL3 Among These Pfhors"

LVL3 Among These Pfhors

Screenshot titled "LVL3 Among These Pfhors"