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[Get Opera!]

Halls Of Darkness (2 to 6)
Comments (20) Go to top of page  
Dean (Rotpig) notes in the maps readme that he spent "much more time concentrating on the visual appearance of the map more so than having a complex layout!" After a quick run around you'll notice that, taking the theme of the ztn's classic BloodRun (ztndm3) a step further what with windowed corridors actually opening out to courtyards and walls beyond, unlike the normal effect of just blocking them up with sky textures.

One of the set pieces in the map is obviously the tree sitting dead centre in a rectangular shaped room. But that's not all, there are so many nice touches in the architecture, such as the curved arches in the over hanging walls.

The maps layout is flat, but even so it is very cool to play. The layout is basically circular in its simplest form. 1-on-1 is good as is royal rumble with 4, 6 tops. There are plenty of wide spaces in the map, in fact the entire map has loads of space to move about in.

There is a brutal overabundance of power ups in here. Remember that blooming tree I mentioned? Well a quick rjump onto of it, then rjump upwards into the pentagram set in the roof, you're teleported into one of the outer corridors you see lining the huge open windows. Running around this short 2-turn corridor gives you a Quad, a Pentagram of Protection and the Ring of Shadows!!! Oh, and there is a RA and MH there too. Talk about bloody invincible! (This is ignoring another Pentagram of Protection tucked up in the rafters of the MH/RL room). All I can say is play with power ups off and that will keep things nicely balanced unless you want to be evil.

Paul

Download Here (654Kb)
Omicron Bot Route File
Dean Turner
Author Site
Reviewed : 07/11/2000
MPQ Design by James Kable Healey.
CGI code by Paul Healey
CGI and Content Copyright Paul Healey 2001/2000/1999/1998
with the exception of reviews which are copyright of the author.
Design Copyright Kable Kreations 2001/2000