I admit that if no one told
me Ambush Keen Pilgrims was a combination
of two previous maps, I wouldn't have known.
Firstly because I hadn't played either of
the previous, and secondly because the map(s?)
carry an Atlantean theme similar to Pingu's
last, The Journey Home, which is quite seamless.
Ambush Keen Pilgrims is in fact made up
of two of Pingu's DM maps: Daydream and
Return To Atlantis. They have been merged
by Mike Woodham under the guidance of none
other than Mr. Shambler. The result? A curvy,
and somewhat difficult SP map. You'll start
at the bottom of a spiral staircase, and
upon making your way up you'll have to start
shooting. I found myself continually being
challenged by monsters, ogres mainly, on
a level one up from me. Ambush Keen Pilgrims
is very vertical due to its DM origins,
and those ogres can really take advantage
of this design. The map is very interconnective
and you will often return to areas you've
cleared out, only on ledges or walkways.
After a lot of combat the architecture gets
more spectacular in a semicircular outdoor
area, and from there you progress to the
map's conclusion.
The last part of the map is somewhat confusing
and gets a little harder. Ogres and Hell
Knights are now replaced by Vores and Shamblers,
and I found myself in a hit-and-run situation.
Once I managed to strafe around the corner
and fire enough rockets/nails, an exit portal
became accessable and the level drew to
a close.
Ambush Keen Pilgrims is a decent experience,
but I prefer The Journey Home.
|
I thought the most impressive
aspect of the level is the way the two levels
have been merged together. There is still
really just one path throughout, but having
known the deathmatch levels already it was
interesting to discover where Mike would
make you go to next. Gameplay was good,
but could have been tougher. Whereas at
the end, like Tronyn said, it just became
a bit messy and I didn't even know what
I was supposed to be doing.
|