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tronyn-reviews:arcane_dimensions_by_various_authors_4 [2018/01/22 13:21] – title negketronyn-reviews:arcane_dimensions_by_various_authors_4 [2018/01/22 14:24] (current) negke
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-__**10. Ogre Bastille (ad_e3m2) by [[https://www.quaddicted.com/reviews/?filtered=sock|Sock]]**__+__**10. Ogre Bastille (ad_e2m2) by [[https://www.quaddicted.com/reviews/?filtered=sock|Sock]]**__
  
-{{:tronyn-reviews:0e3m2_1.jpg?direct&250}}{{:tronyn-reviews:0e3m2_2.jpg?direct&250}}+{{:tronyn-reviews:0e2m2_1.jpg?direct&250}}{{:tronyn-reviews:0e2m2_2.jpg?direct&250}}
  
 This is a remake of The Ogre Citadel, arguably the best map in episode 2 and the equivalent of Gloom Keep for The Realm of Black Magic, which also inspired the classic Day of the Lords (2003). Bastille is an interesting choice of title for this remake, especially as the moat is now full of blood instead of water. One of the elements that made the original so impressive and which has been imitated in a few excellent “wizard castle” levels since, is the nonlinear layout of the castle particularly through the use of underground routes and aqueduct systems. This is an ingenious way to incorporate exploration into the map and give the actual sense of infiltration into a guarded structure. The conversion of the map’s medieval style seems mostly successful, with a great deal of development of building fronts (as pictured above left) to give an impressive sense of place and make the most of an already strong layout. Watch out for the flamethrowers.  This is a remake of The Ogre Citadel, arguably the best map in episode 2 and the equivalent of Gloom Keep for The Realm of Black Magic, which also inspired the classic Day of the Lords (2003). Bastille is an interesting choice of title for this remake, especially as the moat is now full of blood instead of water. One of the elements that made the original so impressive and which has been imitated in a few excellent “wizard castle” levels since, is the nonlinear layout of the castle particularly through the use of underground routes and aqueduct systems. This is an ingenious way to incorporate exploration into the map and give the actual sense of infiltration into a guarded structure. The conversion of the map’s medieval style seems mostly successful, with a great deal of development of building fronts (as pictured above left) to give an impressive sense of place and make the most of an already strong layout. Watch out for the flamethrowers. 
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 __**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.