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Re: Tempus Irae Volunteers: Theatre of Pain
Posted By: Steve LevinsonDate: 12/8/03 6:33 a.m.

In Response To: Tempus Irae Volunteers: Theatre of Pain (Mark Levin)

: This level is much heavier on the combat than most of TI's levels, since at
: this point in the plot the Pfhor have decided to trap and attack you
: instead of waiting for you to come to them as they explore Earth. It's as
: much of a gauntlet as the level with that name is, but it's much more
: enjoyable due to a lack of switch hunting and better architecture.

Agreed. This is basically a Pfhor torture chamber. To me the level seems contrived, but it does unfold nicely and is fun to play.

: The opening of the level is a small chink in the armor. One must activate an
: oddly shaped platform in order to be able to dive into a pool of slime and
: be teleported(!) to the top of the waterfall. Then, engage in a neat bit
: of ledge jumping before finding a large hidden door. There must be a
: better way to get the player out of the initial outdoor area.

In general I find the use of switches next to doors that actually activate something elsewhere to be a bit much in this scenario. I did figure this one out the first time through, but more from hearing the creeking sound of the activated platform and figuring out what to do with it. The ledge hopping is not at all intuitive, but where else can you go? I found the entrance quite by accident - not the way things should proceed to reach a required (nonsecret) area. Also, there are a couple of access pannels near the first save terminal that are not at all evident except by looking in map mode. It's way too easy to miss these and to then retreat to the outdoor area in frustration, looking for another way in.

: On your way, you will encounter a ginormous ambush in some sort of church, a
: courtyard with a Juggernaut in it, and the Great Pillar. Nardo has a habit
: of naming particular features of their maps that I haven't really seen
: anywhere else. In this case, I don't think the Pillar is really all that
: Great; the stained-glass windows are nice (and a much better use of tiled
: textures than the Sistine Chapel was), but there are plenty of other
: pillars in the game and the Pillar is hardly the largest freestanding
: column ever placed in a Marathon map.

This pillar bothers me in another way. In order to proceed you have to tab on the pillar to open access to a switch. The only cue is a flickering texture on one side of the pillar. Flickering textures ar a great clue to secret doors, but not the best way to get a player to find a needed switch or entrance.

: The passageways eventually return you to the first area, but now you have a
: key that unlocks the exit teleporter. But before you do, go back to the
: Great Pillar and grenade-hop onto its base. This opens the last door in
: the hub and the way to the secret level Never Satisfied (tab the walls
: near the bottle to open the teleporter).

Of course a good player will explore and try to figure out how to open that last door, but grenade hopping onto the pillar is not an obvious trigger. As I recall, I grenade hopped by accident in looking for that hidden switch before I noticed the flickering texture, unknowingly opening the last door. The good news is that I found the secret exit right away. The bad news is that I was about to say goodby to all that wonderful ammo I had collected - not exactly fair - but we'll discuss that in the next post.

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Replies:

Tempus Irae Volunteers: Theatre of PainMark Levin 12/7/03 9:39 p.m.
     Re: Tempus Irae Volunteers: Theatre of PainSteve Levinson 12/8/03 6:33 a.m.
           Re: Tempus Irae Volunteers: Theatre of PainMark Levin 12/8/03 12:16 p.m.



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