What did Zeta Aquilae do well?

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What did Zeta Aquilae do well?

Post by LightWolf » Fri Jun 02, 2017 2:39 pm

I've noticed several people say that ZA was one of their favorite (if not their favorite) sets of levels for Counterstrike. What did you personally like about it?

What did you like about its levels that no other CS level did?
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Re: What did Zeta Aquilae do well?

Post by Alter-Fox » Sat Jun 03, 2017 5:53 am

Everybody always looks back on the opening of their favourite game with the most nostalgia.
I have no idea why. It's usually the boring part.
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Re: What did Zeta Aquilae do well?

Post by LightWolf » Sat Jun 03, 2017 6:16 pm

Zeta Aquilae? Boring??
Have you even played Descent 2???

Granted it set the stage for D2's bad balance, but that doesn't make it boring of all things.
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Re: What did Zeta Aquilae do well?

Post by Alter-Fox » Sat Jun 03, 2017 6:55 pm

It's not boring, but the rest of the game is more interesting. Especially when you get the phoenix cannon for the first time in your life and then inevitably kill yourself by mistake. Very interesting.
Personally I like Limefrost Spiral and Baloris Prime when the tunnels start to get tighter but don't quite reach the insane levels of splash damage on Puuma Sphere... or its levels of level-smallness.
The eyes of the plush lobster stared deep into my soul. I touched it, made as if to pick it up, and then I was a panther.
BEWARE RAZZADOON'S SNOUT!!
...

Also beware my original music, at http://soundcloud.com/snowfoxden and http://vertigofox.bandcamp.com
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Re: What did Zeta Aquilae do well?

Post by Xfing » Sun Jun 04, 2017 6:27 am

Well, it's easier on the eyes than the rest of the game for one thing. Every level is textured differently, and there are combinations of textures used that don't appear ever again in another system. This system's texture theme also feels like the logical continuation to First Strike (since the levels most likely harken back to the days of "CD-Enhanced Descent", all the while being much more advanced and ingenious geometrically. I'm stuck at level 3 Insane thus far, so I can't give my full impression yet, much less a gameplay comparison to later levels.
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Re: What did Zeta Aquilae do well?

Post by Alter-Fox » Sun Jun 04, 2017 8:19 am

Naaah. Level 1 and 2 are textured very similarly, and the whole of level 4 uses mostly the same scheme as a single area near the end of level 3.
The eyes of the plush lobster stared deep into my soul. I touched it, made as if to pick it up, and then I was a panther.
BEWARE RAZZADOON'S SNOUT!!
...

Also beware my original music, at http://soundcloud.com/snowfoxden and http://vertigofox.bandcamp.com
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Re: What did Zeta Aquilae do well?

Post by vision » Mon Jun 05, 2017 10:42 am

The thing I like about Zeta Aquilae is that the levels are a good size and have a decent variety of spaces, but I would rate it 4th on my list of D2 systems.
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Re: What did Zeta Aquilae do well?

Post by Sirius » Mon Jun 05, 2017 10:32 pm

They were more thematically varied than later levels, mostly because they didn't have a clear theme to stick to. (For that reason, it's either the easiest or the hardest system to mimic the style of, depending how meticulous you want to be.) Some interesting ideas, but they didn't have a monopoly on those.

Their popularity might just come down to being the most memorable, which is a combination of the fact that they're the first levels you'll play, that they're relatively small and therefore easier to picture in your mind as opposed to turning into "amorphous mass of 'level'", and that levels 2 and 4 are "concept" levels and thus more memorable than average by default.
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Re: What did Zeta Aquilae do well?

Post by Xfing » Tue Jun 06, 2017 4:06 am

I could play an entire game textured like Zeta Aquilae and I'd be happy.

BTW I wonder what the game would look like if the texturing philosophy was similar to D1's, but making use of new textures from D2.

Oh wait, that's The Apocalyptic Factor :D
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