Re: Volunteers - Napalm/Chicken
Posted By: Hamish SinclairDate: 8/1/01 12:46 p.m.

In Response To: Volunteers - Napalm/Chicken (William Spencer)

: This level is yet another entry in the What Idiot Designed This Spaceship?
: contest.

: To me, this isn't one of the really killer-cool levels - it just kind of
: fills in space. The music's nothing special, the texturing all runs
: together in the tunnels, the monsters are just there...nothing special.

: On the other hand, if I was playing the levels straight through, instead of
: one-a-day, I'd welcome the change of pace after The Rose, glad for a
: chance to resling the AR and instead go sniping wasps with the pistol and
: punching compilers in the particle emitter. Constant mind-numbing carnage
: isn't effective gameplay - it's nice to have a break.

: That opening ambush is a real piece of work, though. So far, you've always
: been safe when you beam into a level, but this time you pop in and you're
: instantly surrounded! And if you dive out and down the stairs to try for
: extra maneuvering room, there're more nasties hiding in the adjacent
: rooms...

: The access tunnels are a pain, but easy to handle - side-step around corner,
: no wasps, side-step around corner, no wasps, side-step around corner, wasp
: on floor! Shoot it! Side-step around corner...Every 3D game needs a maze
: or two, right?

: All sorts of fiddly-bits in the mazes - lots of changing levels.

: And that one corner in one tunnel where you sidestep into a sandwich between
: a compiler and a pair of wasps. Ouch.

: There are another of those computer-thingy pillars on this level - like the
: one in the observation room on Arrival, or the one the first fighter is
: hiding behind in Bigger Guns Nearby, or along the sides of the upper floor
: in Mars Needs Women - what are those things?

: The trick with the bulkhead doors - how you can look past them and see a
: corridor beyond - implies that the level is bigger than it actually is, a
: trick used to good effect in the later games.

: It's a short level - you flip the two switches, ride that weird platform up
: to the top, and then figure out how to properly trigger the other weird
: platform that leads to the exit terminal. And you're off and away once
: again...

Hmmm... and don't forget the secret area with the Tozt and Durandal's "stuck at bottom of a hole" terminal. The Chicken term with the early PID plot... "to meet only once every seven years in southeast France". The fact that you only need to close one airlock to complete the level and if you do so Leela will literally kill hundreds of the crew. And that odd room at the top left corner of the map. Yes you know the one... go on fire a grenade at the switch while standing under the door... I dare you! ;-)


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Pre-2004 Posts


Volunteers - Napalm/ChickenWilliam Spencer 8/1/01 11:37 a.m.
     Re: Volunteers - Napalm/ChickenHamish Sinclair 8/1/01 12:46 p.m.
     Re: Volunteers - Napalm/Chicken7revor Smith 8/1/01 1:50 p.m.
     Re: Volunteers - Napalm/ChickenMark Levin 8/1/01 6:08 p.m.
     Re: Volunteers - Napalm/ChickenSidoh 8/2/01 10:57 a.m.
           Re: Volunteers - Napalm/ChickenGraham Cull 12/13/01 9:42 a.m.
                 Re: Volunteers - Napalm/ChickenMark Levin 12/13/01 10:07 a.m.
                       Re: Volunteers - Napalm/ChickenSteve Levinson 12/13/01 10:20 a.m.

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