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"Nihilore", Latin d00dspeak for
the opposite of "0mnix0r", is a
two map episode in an original theme of truly
strange texture juxtapositions that have caused
some to complain, although I personally think
it looks better every minute. Only base enemies
are used, but modified grunts and enforcers
are very well equipped to deal with unwary
players. In addition to reskinned grunts (the
new skins for all monsters are better than
most) there are nail grunts and enforcers
who sometimes fire in a spray pattern, grenade
grunts who aim much better than ogres, and
rocket grunts whose target leading abilities
compensate for their reduced damage. |
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Nihilore PI is a corridor-based map loaded
with bookcases, which look kind of strange
against the already exotic steampunk/gothic
hybrid theme. I wouldn't expect a library
to look like this; maybe an alternative
bookstore. The Rorshach propaganda posters
would fit too. :) Walls are oddly angled
in [Kona] fashion with an interesting selection
of grimy brick textures and rose-colored
girders criss-cross all over. The girder
texture is sometimes used to trim the insides
of arches or single faces of brushes, with
can seem artificial. An underpass in the
rock area shows one way this could be avoided.
Lighting comes from jackboot lights and
well integrated skylights in the ceiling.
The map is dark, but so is the theme.
Like Mexx10 and several other notable maps,
part I is basically one really long corridor
with nice room designs plus straightforward
combat situations and a handful of switch
hunting along the way. Potential for DFA
is literally zero; by the time you get to
a place with area-over-area, the map is
over because it's the exit. Perhaps the
new monsters make up for might be lacking
in that regard. The rocket guys appear in
very cramped quarters but all other enemies
are well situated. Ammo is done perfectly
and there is just enough health and armor
to keep the player alive. Some health is
in a secret that doesn't "look"
like a secret.
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Nihilore PII uses the same basic theme,
but with more diverse textures, including
weird tinted E3 metal and bricks from Hexen
2, and also more outdoor areas. (?) However,
the annoying "detail texture painted
onto one side of a brush" technique is
more prevalent. Some areas look really nice
and realistic apart from this. Part II doesn't
suffer from Part I's lack of layout, and it
interconnects and winds back on itself nicely.
With the interconnecting layout comes diversity
in combat, ambushes (absent from the first
map) and reinforcements. Enemies are placed
in more challenging locations - grenade grunts
in elevated positions, rocket grunts anywhere
- and health can get low, but the supplies
will still leave you with acceptable health
and armor at the end. Again there's one secret
but it's hard to acquire and essentially useless.
The end itself is a uniquely challenging.
Anyone who thinks they know what to do when
locked in a large room full of Q1 monsters
is in for a nasty surprise because the Nihilore
guys have much better aim and circle strafing
means nihil0r to them. People used to playing
lots of DM and Q2 tell me the shots aren't
*that* hard to avoid, but I've never been
able to survive the center of the arena. Fortunately
there are several feasible strategies besides
a frontal assault, ensuring a satisfying experience
for all. |
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