I got bored when I got to the bridge. It shows a level of perversion to
make the player start with 1hp and a crowbar. I got past the
sneaking part on the third try. The outside areas are good looking, but
there were some level geometry on the internals that seem like they've
been taken from some, how to put it nicely, earlier map. There were a
lot of oddities that didn't quite feel right. Like that bridge place
mentioned earlier. Seriously, why would someone want to plant
explosives on a bridge that is already ready to collapse? By the way
the gap is small enough to jump over, except that there's a clip brush
on the other side to prevent this. This mod could have used some early
critisism. I'd give 8/10 on the level geometry and 5/10 on gameplay
value.
Re: Wivenhoe: The Fall of Ravenholm Released
Posted by Pvt.Scythe on Fri Feb 24th at 11:12pm 2006

Pvt.Scythe
member
730 posts
113 snarkmarks
Registered: Sep 19th 2004
Location: Finland
Occupation: student
Posted by Pvt.Scythe on Fri Feb 24th at 11:12pm 2006
Pvt.Scythe
member
730 posts
113 snarkmarks
Registered: Sep 19th 2004
Location: Finland

Occupation: student
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Dystopia - Empires
Re: Wivenhoe: The Fall of Ravenholm Released
Posted by Stadric on Sat Feb 25th at 1:37am 2006
Posted by Stadric on Sat Feb 25th at 1:37am 2006
Nonetheless, the environements were large and beautiful, and I liked how the first and last maps were in the same place.
But I noticed some alaising that could've been avoided in the displacements of the canyon.
I also found the stealth part very easy.
But I noticed some alaising that could've been avoided in the displacements of the canyon.
I also found the stealth part very easy.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
As I Lay Dying
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