Custom Map Reviews -- Pasiri
Pasiri
Can be downloaded here...
http://www.gamemaps.com/details/2512
Campaign Description...
“'Pasiri' is japanese. It means it is made to run errands. This campaign has the cola event in each map. “
An unique map solely centered around a central gimmick... which has debatable results...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ Positive
\ Neutral
- Negative
Aesthetics
- Basic, blocky geometry...
+Very unique, otherly world style...
+ Theme through chapters are constant...
+ Stage transitions work with style...
\ Little variation in visuals through the chapters...
\ Visually bare in terms of detailing...
Gameplay
+ Unique gimmick throughout campaign...
- Gimmick can get tedious...
\ High difficulty curve...
+ Well stocked...
- Navigational issues here and there...
\ Linear... which sort of works with the gimmick...
Performance
+ Minimal to no studdering...
+ No apparent crashes or conflicts...
+ Well optimized due to lack of detail...
Finale
- Very high difficulty curve...
+ Unique finale...
+ Well stocked...
+ How to start and escape was clear...
- Arena's shape works against the gimmick...
Finale Verdict
Neutral...
Pasiri is an unusual map...
With everything centered around the cola event from Dead Center 2... it makes for a unique experience... will definitely have to give it that...
However... I feel like the maps, while were designed with the gimmick in mind, were not designed with the right gimmick in mind...
The original event was crafted with the gimmick in mind... folding on itself, and giving the player plenty of opportunities to toss the cola further ahead... NOT making you carry it the entire way forward...
Carrying the cola means you are vulnerable... and giving the player ways to not be vulnerable is what to shot for... Chapter 1 and 3 kind of unintentionally had this... with 1 being a downward slope, and 3 having the option to toss the cola five stories down (which is likely unintentional design)... while Chapter 2 and 4 had the opposite... 2 forcing you to carry it upwards... and the finale having a similar issue...
But, not many people will think about level design like I do, so was the gimmick at least fun then?... oddly enough, I did enjoy it... and the events themselves weren't too off balance wise either...
As for as looks good... I can't say it looks that great, but it does something that many people are afraid to do... imagination... The world is unnatural and mysterious... and I applaud it for that... I mean look at the very beginning, where the boat was referred to having a “pilot”... hen having a floating boat at the finale... (I have to give props for the continuity)
The finale wasn't necessarily the weak point... but it is the breaking point...
The walls are just high enough to prevent the average player from throwing colas to there future destinations... (average as in “didn't think to cheat the system)
Forcing the players to relay the colas such long distances is a death sentence...
Which leads to the the reason why I can not full-hardheartedly recommend this one... the difficulty curve is fucking ludicrous... it is by no means an easy map... and until today (or whenever this was recorded as far as your concerned), this was one of the only maps I couldn't beat on advanced (excluding maps like the boss arenas of course)... Point being it is far more than just a challenge...
Intro music - "Cybernetic" by D1scordant
Final Verdict music – "Synthetic Harmony" by D1scordant
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