Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
tronyn-reviews:arcane_dimensions_by_various_authors_4 [2018/01/22 14:12] negketronyn-reviews:arcane_dimensions_by_various_authors_4 [2018/01/22 14:24] (current) negke
Line 21: Line 21:
 __**8. Leptis Magna (ad_magna) by [[https://www.quaddicted.com/reviews/?filtered=ionous|Ionous]] and [[https://www.quaddicted.com/reviews/?filtered=Pulsar|PuLSaR]]**__ __**8. Leptis Magna (ad_magna) by [[https://www.quaddicted.com/reviews/?filtered=ionous|Ionous]] and [[https://www.quaddicted.com/reviews/?filtered=Pulsar|PuLSaR]]**__
  
-{{:tronyn-reviews:0lavatomb_1.jpg?direct&250}}{{:tronyn-reviews:0lavatomb_2.jpg?direct&250}}+{{:tronyn-reviews:0magna_1.jpg?direct&250}}{{:tronyn-reviews:0magna_2.jpg?direct&250}}
  
 This level sets its tone immediately with imperial-style architecture on a monolithic scale which matches the giant stone statues and golems dispersed throughout the level's courtyards and plazas. This is a unique take on the medieval architectural style which seems to have its roots in Dissolution of Eternity and Hexen II or even Quake II, and it certainly builds up its theme effectively. It also makes effective use of traps such as saw blades, pendulum axes, and even collapsing sections of building. The route is fairly intuitive and linear, but because of the scope of your surroundings the map still feels very exploratory (and has an interesting concept as explained in hints, which connects to the finale). The dusky twilight lighting works but this map might have been even more epic if it was a dark and stormy night. Overall, though, great stuff. This level sets its tone immediately with imperial-style architecture on a monolithic scale which matches the giant stone statues and golems dispersed throughout the level's courtyards and plazas. This is a unique take on the medieval architectural style which seems to have its roots in Dissolution of Eternity and Hexen II or even Quake II, and it certainly builds up its theme effectively. It also makes effective use of traps such as saw blades, pendulum axes, and even collapsing sections of building. The route is fairly intuitive and linear, but because of the scope of your surroundings the map still feels very exploratory (and has an interesting concept as explained in hints, which connects to the finale). The dusky twilight lighting works but this map might have been even more epic if it was a dark and stormy night. Overall, though, great stuff.