Necros' latest map, Altar of Storms, is a fantasy-styled excursion into a dungeon built inside of a huge mountain. If it sounds epic, it is. The map combines features of many previous Necros maps - the sense of vertical progression, traps, and epic ending of ne_tower, the moving machinery and ominous approach to the level's end from Crescendo of Dreams, and the final fight is kind of like the high-up confrontations at the end of The Rats In The Walls. There is even a bit of a Quoth-like "architecture in the black void" moment. But despite recognizable elements of Necros' past levels, this - probably more than any other of Necros' past release, and maybe even to the level of Metlslime's Rubicon 2 - is its own unique, coherent Q1SP experience. Custom sound, textures, models, features, code, monsters, etc all coming from many sources - but especially Hexen II - create an "adventuring in the bleak winter" atmosphere which is very dramatic. | Necros' latest map, Altar of Storms, is a fantasy-styled excursion into a dungeon built inside of a huge mountain. If it sounds epic, it is. The map combines features of many previous Necros maps - the sense of vertical progression, traps, and epic ending of ne_tower, the moving machinery and ominous approach to the level's end from Crescendo of Dreams, and the final fight is kind of like the high-up confrontations at the end of The Rats In The Walls. There is even a bit of a [[/reviews/quoth.html|Quoth]]-like "architecture in the black void" moment. But despite recognizable elements of Necros' past levels, this - probably more than any other of Necros' past release, and maybe even to the level of [[/reviews/rubicon2.html|Metlslime's Rubicon 2]] - is its own unique, coherent Q1SP experience. Custom sound, textures, models, features, code, monsters, etc all coming from many sources - but especially Hexen II - create an "adventuring in the bleak winter" atmosphere which is very dramatic. |