I like the level because is fun not to see anything but is not for play on network. The level is for do something when you dont have anything to do. Rating: 4 if you dont have anything to do- 1 for network.
Although the map itself is good, the "reference points" don't actually cast light, and in that, they seem unusual. Furthermore, it's generally irritating that I keep falling off the level.
If you do not have DOUCHEMAPS, you are criminally wasting your computer's processing power EVERY TIME you run Aleph One. Put that power to good use by rendering with DOUCHEMAPS.
Very solid, love how you can just go in different rooms, pick up a weapon, and just mow down enemies. The only thing I didn't like is that the BOBs just decided to go on without me and kill the Pfhor and whatnot. I ended up killing them before they got out the door along with their comrades just so I could play the whole thing because they left almost nothing for me. Also, make the enemies respawn, I like continuous gameplay. That is the reason I like Envy's map Citadel: It's a large map with retarded BOBs and big amounts of enemies.
I liked it, but it is a little cramped.
Ok, I'm sorry but this game totally betrays the Marathon series as a whole. This is basically an RPG. The reason I'm playing Marathon is because I love first person shooters. I expected some sort of amazingly graphically updated version of Marathon, and I was half right. Graphics are a little better, but you only view from the top down. You should also include a read me with the actual game, so we know what the heck is going on. I am throughly disappointed and am sorry if I hurt your feelings, but I really don't think this game is worth five stars.
Good gameplay with the Rugby.lua script. Love it.
Good.
Nice touch with the F'lickta throwing snowballs.
Could not fault it.
I like the map, and all small touches. Thanks for making all the lava floors teleport; if they didn't the map would suck. I like the fact you've included the weird inaccessible platform polygon in the map (the one with the "?" notation).
Perhaps I should try hosting it. :)
The concept is interesting, I'll give you that. I especially like the two playing fields available, one of which, I think, inspired the name. However, a good deal of errors really bog this one down. First off, the upper battlefield, on the stepping stones, is pretty much untraversable. The climb height limit is .35, yes, and without opening this one up in Weland that's probably about the difference in height between most of the columns, but you must also compensate for how far the player will fall en route, meaning many of the jumps can't be made. I'm sure there is some labyrinthine, linear path across the rocks, but as stated before it (A. is quite difficult to find, and it's not likely people will stick around to find it, and it should (B. really be made non linear so that more than one path can be taken across the rocks. Now, when one misses, he, and probably not she, will fall to the lower battlefield, which brings me to the many flaws with it. First, and most glaring, is the river. You can't cross it, and attempting to do so will end with you in an inescapable water pit. You were probably planning to place a death liquid there. In fact, I seem to remember you asking someone to make you one. In this case I recommend you attempt the near insurmountable task of either downloading Atque, unmerging the map of yours that has one, grabbing the MML script therein and merging it with Skylark or gasp taking a passing glance at the MML documentation. I understand this map was made for the FtVC gametype but levels like these are mainly going to see EMFH and they need to be playable for that, too. The flaws listed above would make that mostly unplayable which is a shame because this has the potential to become a very good map. The geometry and shading are good, and I like the nexus idea, but sadly I can only give this one two stars.
If you cross it correctly you don't always end up in the pit, but it still takes awhile to figure out so it would be good to make it a little easier. A few things that could be fixed though: when you get launched into the pit by the river, you could change the platform into a teleporter so you teleport back on land. I'm glad you acknowledged my advice completely. I would have never thought of a river to give the frog blaster difficulty getting in the core. Thank you very much.
Gemometry and shading are interesting.
The map has many bad points though. An inescapable water pit. A river that runs too fast(flow 0.4). If you attempt to cross it, you are easily propelled into the water pit. Error combo!
Geometry flickers and fades throughout the map (as if it was untextured). I suspect it is the item-limit that is overshot; the map has 610 items.
Conclusion: The visual aspects of the map does not make up for the 3 errors. Rating 1.
So you copied the map, and put up all the bridges? thats gunna suck for netplay, cause there are inescapable lava pits...
I got through the door in shafted. really disappointing 7th try...
Well, my rating isn't really objective, because these instructions don't fit with the Mac version of Aleph One :( If Anyone can help me, hit me up at Skype: IIPOTECT Email: maksimkopeikin@gmail.com
Lord knows I need this. Too bad no one hosts it.
And boy, with a bang did he come. Seriously, the one built in game type in Alephone that has been completely neglected and treated as an outcast, with tweaking, actually turns out to be a rather fun and interesting team game. Who knew? Now all this excellent game type needs is it's very own beautiful, hand crafted, Ryoko and Company made net-pack.
Only the W'rkncacnter could have pulled this off. Thanks a bunch!