Phml
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Posts: 2535
Registered: 06-09 |
Somehow, I missed playing Cashews until now. FDA for v4.1. Few deaths, doesn't complete (but gets to the 2 last cybies).
I quite liked it (save for two things I'll mention later). I still think cb's is more fitting as a Map01. I find Exodus easier than Cashews personally, and Cashews throws hordes at you right away which can be overwhelming for the kind of player who's likely to get discouraged and quit as soon as Map01.
...Or so I'd guess, anyway.
Regarding Cashews: those stairs leading to the switch where the spider mastermind teleports could stand to be bigger, monsters got stuck at top rather than chase me down, as a result the switch room made for an ideal and safe camping position.
I'm not fond of one way roads either, and while you're likely to have at least some shells left, what happens if you teleport with nothing but the 200 cells you picked up before? What if you grabbed and used those cells before teleporting? Dodging the cybies for as long as it takes the switch to lower to reveal, I assume, the exit, remains an option, but not a particular interesting one IMHO.
I'd rather see those plasma cells in the cybie room itself, and more than just 2 packs. The skull sprite blocking movement in the center of the room could stand to go away as well, it's just painful to have to dodge that on top of the cybies in this relatively enclosed space. Heck, I'd even take a solid pillar over that, because at least then you just bump against it rather than wobble awkwardly like the doomguy is prone to do when close to sprites, but really the room is small enough it doesn't need anything extra in the middle - especially as there's no telling how many HP you have when you enter this room. Could be 200/200, could be 20/0 and splash damage easily whittling you down.
Besides that, it was quite enjoyable and IMHO it'd make for a perfect Map02 or something.
Last edited by Phml on 10-20-12 at 22:27
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