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Re: Tempus Irae Volunteers - Gauntlet | ||
Posted By: Todd | Date: 12/3/03 7:38 p.m. | |
In Response To: Tempus Irae Volunteers - Gauntlet (Steve Levinson) I was actually very impressed with this level. It's extremely difficult, balls to the wall and un-relenting. In other words, my idea of the perfect marathon level. The "Gauntlet" section along the canal, with the snipers constantly attacking you from above was a big inspiration for me in regards to my own level designs - It's an idea a little more developed than the standard "Open door, walk into room, shoot bad guys & leave" setup we see everywhere else. Set piece battles like this are the most memorable moments in any marathon levels for me (can we say "if I had a rocket launcher", or "If you think you're big time"...). I often find puzzle driven levels to be a bit dry and frustrating, as there's only so much you can achieve based around the standard find the switch that opens the door setup present in the 'thon engine. I find it much more engaging when the level is primarily combat driven. Sure, this type of gameplay has been superceeded by more modern shooters with better monster AI, but I love the relentless hordes present in marathon. Z summed it up well when he said it feels shawshbuckley. Don't ask =) //t
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Replies: |
Tempus Irae Volunteers - Gauntlet | Steve Levinson | 12/3/03 9:55 a.m. | |
Re: Tempus Irae Volunteers - Gauntlet | Mark Levin | 12/3/03 10:56 a.m. | |
Re: Tempus Irae Volunteers - Gauntlet | Steve Levinson | 12/3/03 2:36 p.m. | |
Re: Tempus Irae Volunteers - Gauntlet | Gholsbane | 12/3/03 12:58 p.m. | |
Re: Tempus Irae Volunteers - Gauntlet | Todd | 12/3/03 7:38 p.m. | |
Re: Tempus Irae Volunteers - Gauntlet | zudo | 12/4/03 5:40 a.m. | |
Re: Tempus Irae Volunteers - Gauntlet | D-M.A. | 12/5/03 12:28 p.m. | |
Re: Tempus Irae Volunteers - Gauntlet | baba_yaga | 12/7/03 7:53 a.m. |
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