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Level: Create a Classic 2019 - Strange Catacombs back home search
Author(s): Scourge05
total rating:4.40 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Cbl 3 4 6 5
Ceamonks890 3 4 5 4
dinne 6 3 7 4
eRIC 4 4 5 5
manarch2 3 4 5 4
category averages
(5 reviews)
3.80 3.80 5.60 4.40

Reviewer's comments

"A fairly bland level that starts out with some promise. But after having to put with the constant repetition of provided gameplay tasks and tedious backtracking that felt very much like padding, I was about to throw in the towel and give up on this one midway through, having to force myself on just so I'd never have to play it again upon completion of this review. So needless to say, this wasn't a release that I found myself enjoying the experience of, in terms of the actual game aspect. As for everything else, the level design is empty and unremarkable, some ambient tracks felt out-of-place within the environment, lighting & texturing was acceptable and the few enemies used were a presence to be sure if a little thoughtlessly placed. In the end, would not recommend." - Ceamonks890 (12-Nov-2019)

"a bit under one hour to go through this level which has the merit to ressemble to Catacombs ; lookwise there is nothing new and nothing strange either. The setting is more solidly built than in Scourge's previous levels (no thin walls this time), texturing and lighting are still average but nothing that really hurts the eye. Gameplay is mostly based on back and forth , and forth and back , with many doors and levers to spot and remember but it is not difficult to know what to do next or to remember where to return. Things to do are not enough varied , some climbing and just a few easy traps , the pushable puzzles are always pretty obvious. At one point there is use of sinks which are well mastered by the builder , and a timed raising block also offers some diversion. Enemies are the usual Catacombs suspects , they pose no threat as you can't miss the crossbow and explosive arrows. Not a great level , not very exciting either but at least there is nothing irritating , and the final room was the most interesting to raid." - eRIC (11-Nov-2019)

"These catacombs are everything but strange, it's mostly the classic stuff provided here with very little to no creative twist to them. The skills of the builder have improved only slightly here, but at least there are not so many paper thin walls here (only found one). At least there is some work in terms of lighting which still feels a bit random from room to room. The texturing needs more care overall with way too many misplaced or wrongly placed tiles. The addition of TR 5 Rome textures works well though, and some audio tracks are also fitting. Gameplaywise, it has a few very annoying yo-yo backtracks which are just pointless, very obviously the builder wanted to prolong the net gameplay time with these. Not very nice, as well as the over-reliance on levers to open doors. Towards the end there are at least a few more traps and platforming sequences, still most of them are very easily avoided. Some objects are stuck in walls; enemies are decently placed and there is apt weaponry given for the skeletons and mummies. The one secret was also not too badly hidden. All in all a 30 minute adventure that too much relies on the same old things we are used to from Scourge and Osvaldo, but I am sure everybody knew that before..." - manarch2 (09-Nov-2019)

"While the central hub of this level is a quite attractively designed and well-lit multistory chamber with a pool at the base, it is unfortunately surrounded by many far less interesting rooms with bland textures and lighting, making for a level that feels like it started well but then ran out of ideas. The goal of the level, to collect five blue gems from around the catacombs, involves a long string of lever pulling to open doors or raise blocks, with standard platforming and the need to avoid flames or spikes, but unfortunately there is nothing in any of these five quest rooms to give them much character. The central room, on the other hand, was a beautiful blue color with three stories of pillars which was always nice to return to between the other missions. Lighting was inconsistent elsewhere, ranging from bright and bland to pitch black shadow bulbs and, occasionally, strange green light that didn’t appear to illuminate anything. Sometimes it seemed as if light were leaking from one room into another, and one chamber had bubbles and dappled light effects despite being completely dry, leading me to think some of the rooms might be positioned too close together. Objects also had inconsistent colors that made them stand out from the surrounding lighting. Enemies consisted of skeletons and a couple mummies, easily dispatched with the ample ammo (I happily used the explosive crossbow bolts to deal with everything). I really hope that builders cease repeating the timed flames on platforms as a puzzle element in locations where flames make no sense. If there had been some elemental differentiation between rooms, or anything else to give each of the gem quests its own character, this level would have been vastly improved. 1 hour to complete, found 1 secret." - Cbl (08-Nov-2019)

"A level that reminds Catacombs, bringing a nice atmosphere. Gameplay wise it's pretty linear but there is a nice platforming and creative colored lights. A good note is about the atmosphere that is set by background sounds, mixing Colosseum sounds with rainstorm outside, which is pretty interesting. An excessive amount of levers makes the iteractions pretty boring, and the atmosphere is often ruined by imprecisions such as full textures in 1click spaces, doors with empty space over them (that seem trepassable) and too stretched textures on walls. Gameplay-wise, there is an overload of medipacks and no real combat, no keys, no sixshooter tricks, no torch tricks... Only levers and pushables that just go over a simple straight path. It's overall enjoyable and playable, but needs a lot of refinements. I given "4" to the "Lighting and Textures" just because of the stretches textures, but the lights are actually nice and various." - dinne (05-Nov-2019)
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