In fact, the
amount of connectivity that is provided
for a level of this size sometimes makes
it feel like you're playing the Lithium
mod. On speed. Some will see this as a negative
point, as it reduces those clever, tactical
route considerations you can usually employ
to gain an advantage over your opponent.
On the other hand, the sheer speed at which
you can tear round the level is great fun
if you're in the mood for it.
The hard-hitters for this level are the
railgun (as always), rocket launcher and
super-shotgun. Supporting fire comes in
the multi-barreled, ammo-guzzling form of
my beloved chaingun, and the bouncetastic
grenade launcher. The RG sits at the very
top of the level. It's on one side of the
bridge, whilst a YA lies on the other side;
fine prizes to reward your dangerous ascent.
The Mega-Health is found tucked away in
an alcove at ground level ... but watch
out for those pineapples.
From an architecture point-of-view, this
is classic Kona stuff. There's a fresh look
provided through good use of Lunaran's lovely
Q3A LunDoom texture set - plenty of shiny
metal which suits the soft blue and yellow
lighting very well. Excellent visuals and
atmosphere here.
Just a couple of niggles, though. The first
is a HoM error which, if you're standing
in the right position, allows you to see
through a wall right across the map. If
you've got the railgun too, it's a terrific
but unfair ambush opportunity as you wait
for your opponent to stick their head round
the far wall. Secondly, some of the hallways
are very cramped indeed, so you tend to
bounce off bits of architecture as you rattle
along on your merry way. Fortunately, these
points don't really detract too much from
what is otherwise a solid DM level.
Another high speed, don't-dare-blink fragfest
from Kona. At this rate, he'll owe me a
new mouse and keyboard.
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