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>> No.7010827 [View]
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7010827

>>7010787
>I don't like to play with any gameplay mods / UI changes personally
I've actually been playing lots of vanilla (and almost-vanilla) the past months what with all the 2048 work (and then some Doom 64), that there is a gameplay project I've been working on for some years.
I was gonna resume it after I was done with 2048, but then I got myself entangled with another mapping project, lol. Making maps is a lot of fun.

>> No.6756508 [SPOILER]  [View]
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6756508

I think so far that this level is my favorite. Going in slot 08, it feels very Tricks & Traps, without being designed around a central hub. Every ambush was splendid, and a couple made me jump. The part where you're locked in this hall and have to shoot these switches is fantastic, particularly with how each lets loose a Revenant.

I think the strongest compliment I can give this level is that it in no way feels like it's been crammed into a 2048 space, that it's a design that's been truncated, even in concept, to fit. That can be said for some of the other maps, but this one really feels like it uses space the best.
As much as I like the arena fight I designed for Forsaken Stockades, the rest of that level really is just filling space without much thought to encounter design, it's just linear sightseeing to show you a prison and some tunnels, then it's done. I wish that map was as well planned as this one.

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