General Geometry |
General Geometry Notes: |
8 |
This map feels bigger than it probably is. The central area has a high roof and allows for some serious z-axis fighting. The walkway near the roof of this area does not go all the way round and might resort in some flow problems since it is in general a dead end. Rooms are set up in a very diverse way and none of them are identical. You won't get lost here and it is not too difficult to navigate around this map. |
Geometry Detail |
Geometry Detail Notes: |
8 |
As for the detail in this level, there is some really strange and creepy stuff here. I probably don’t recognize it since I have never seen “Blade” but it fits the scene. There is a “you might think your alone until you go around the next corner...” kind of feel in this level. |
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Textures |
Texture Notes: |
8 |
The strange signs in the central area surprised me and I initially thought they were taken from a custom texture pack. They were actually taken from “the ways” package. You don’t see much use of them other then texturing portal stones. There is some good variety used for textures and I did not notice alignment problems. |
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Lighting |
Lighting Notes: |
9 |
Red and purple dominate on this part. The purple flames from the single-player Mission levels always make good sources, especially in creepy levels like this. Random lightning in the upper room is frightening as well.
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Sound / Music |
Sound and Music Notes: |
7 |
There were 2 things that bothered me on this part. First of all the big elevator did not seem to make any sound while it was moving and the small one did. The second problem was in the upper room where you could here rain falling but you could not see it despite the open roof. The creepy voices on the other hand where done very well and are a great contribution to the atmosphere. |
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Angreal Assessment |
Angreal Notes: |
7 |
There is a decent amount of TA, and the placement in the upper room and central area is interesting. It still has a scattered feel about it but the editing is (as always) a good job. |
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Playability - Scripting |
Play Scripting Notes: |
9 |
The teleports in this level are a little bit unusual. They consist of the fire shield effect you see on players, I liked this really original thought. Pathnoding and player starts are well done and won't give you any problems during game play. |
Playability - Theme |
Play Theme Notes: |
8 |
The temple theme might have been done before but never was a temple so dark and sinister as this one. To bad there is no use of custom skins in the game because it would be great to walk around dressed like a vampire.
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Playability - Style |
Play Style Notes: |
8 |
The big, high central area could be used to your advantage; and the teleports that are around the level might add some interesting game play as well. You do not see that many arena levels in WOT that use teleports in this way. |
Playability - Fun |
Fun Play Notes: |
7 |
Scary levels will probably always do well and this keeps the player on their toes. |