"Nihilore", Latin d00dspeak for the
opposite of "0mnix0r", is a two map
episode in an original theme of truly strange
texture juxtapositions that have caused some to
complain, although I personally think it looks
better every minute. Only base enemies are used,
but modified grunts and enforcers are very well
equipped to deal with unwary players. In addition
to reskinned grunts (the new skins for all monsters
are better than most) there are nail grunts and
enforcers who sometimes fire in a spray pattern,
grenade grunts who aim much better than ogres,
and rocket grunts whose target leading abilities
compensate for their reduced damage.
Nihilore PI is a corridor-based map loaded
with bookcases, which look kind of strange against
the already exotic steampunk/gothic hybrid theme.
I wouldn't expect a library to look like this;
maybe an alternative bookstore. The Rorshach
propaganda posters would fit too. :) Walls are
oddly angled in [Kona] fashion with an interesting
selection of grimy brick textures and rose-colored
girders criss-cross all over. The girder texture
is sometimes used to trim the insides of arches
or single faces of brushes, with can seem artificial.
An underpass in the rock area shows one way
this could be avoided. Lighting comes from jackboot
lights and well integrated skylights in the
ceiling. The map is dark, but so is the theme.
Like Mexx10 and several other notable maps,
part I is basically one really long corridor
with nice room designs plus straightforward
combat situations and a handful of switch hunting
along the way. Potential for DFA is literally
zero; by the time you get to a place with area-over-area,
the map is over because it's the exit. Perhaps
the new monsters make up for might be lacking
in that regard. The rocket guys appear in very
cramped quarters but all other enemies are well
situated. Ammo is done perfectly and there is
just enough health and armor to keep the player
alive. Some health is in a secret that doesn't
"look" like a secret.
Nihilore PII uses the same basic theme, but
with more diverse textures, including weird tinted
E3 metal and bricks from Hexen 2, and also more
outdoor areas. (?) However, the annoying "detail
texture painted onto one side of a brush"
technique is more prevalent. Some areas look really
nice and realistic apart from this. Part II doesn't
suffer from Part I's lack of layout, and it interconnects
and winds back on itself nicely.
With the interconnecting layout comes diversity
in combat, ambushes (absent from the first map)
and reinforcements. Enemies are placed in more
challenging locations - grenade grunts in elevated
positions, rocket grunts anywhere - and health
can get low, but the supplies will still leave
you with acceptable health and armor at the end.
Again there's one secret but it's hard to acquire
and essentially useless.
The end itself is a uniquely challenging. Anyone
who thinks they know what to do when locked in
a large room full of Q1 monsters is in for a nasty
surprise because the Nihilore guys have much better
aim and circle strafing means nihil0r to them.
People used to playing lots of DM and Q2 tell
me the shots aren't *that* hard to avoid, but
I've never been able to survive the center of
the arena. Fortunately there are several feasible
strategies besides a frontal assault, ensuring
a satisfying experience for all.