I will play every level in Tempus Irae and comment on them.

For topics about the story, help in a certain level, game discussion, or finding/discussing content.
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RyokoTK
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This is the third Marathon scenario I plan on dissecting level-by-level, after Rubicon X and Marathon Infinity. Like both of those, I will play through the entirety of Tempus Irae (including the secret levels) on Total Carnage and discuss the things that work, and those that don't, and try to spin the entire thing as a discussion on what makes a good single player experience.

I'm going to lead off this topic by laying out my bias for you: I don't like Tempus Irae. I find the scenario to be too easy, and while the levels are gorgeous, I find the design itself to be unnecessarily complex and tedious -- and, worst of all, repetitive. Levels rely far too much on repetitive switch-hunting to open faraway doors. But the scenario isn't all bad; it's got some enjoyable combat near the end, and it is certainly the most visually engaging scenario completed to date.

The entire concept behind Tempus seems to be one of those "wouldn't it be cool if..." things that Team Nardo came up with, so they did it. And I can't fault them for that. The idea itself is cool (what if aliens attacked Renaissance Italy?!) and the execution is pretty professional, even if the level design is a little lacking.

01. Ain't My Bitch
[attachment=3680:AintMyBitch_0000.png]


Making a good first level for a scenario is surprisingly difficult. Players tend to judge video games in general by their first couple levels, and this is certainly true for a Marathon scenario, so you have to establish a lot in your first level or two or players will lose interest quickly. This is one of the reasons why I think Rubicon X is worse than plain Rubicon: it has two exposition levels and a crappy level that has virtually nothing to do with the real plot. Basically, your first level should establish the plot, obviously, but it should also establish the tone of the gameplay itself. So, for a game like Marathon Infinity, you're going to have an exploration-based level. Evil puts you face-to-face with the Devlins. Rubicon has a level that goes on and on and on is expansive and has multiple objectives.

And in that regard, Ain't My Bitch is a pretty good level. According to their own website:
We wanted the scenario to start with a bang, so we took the unusual approach of having the first level actually be more difficult than several of the levels that follow.
This is a two-edged sword. On the one hand, the combat in the level is generally exciting and more difficult than most opening levels, and overall it's a pretty intense level to hook players in. On the other hand, the next several levels are boring and extremely easy in comparison. Now, the toughest part about a good first level is establishing the difficulty curve that you want. The first level of a game is (traditionally) the easiest, or close to it anyway; Halo 2 on Legendary difficulty is a notable exception. It gives players a sense of progression, since, if you can beat a tougher level, you know you can beat all of the easier ones too. This is what hurts Tempus in the next couple levels. On the other hand, you don't want your first level to be too easy; Marathon in particular is bad because shooting Fighters and Drones with pistols is just plain boring and not engaging.

I'm rambling, but my point is, Ain't My Bitch is a great level to start the game but the next levels don't match up, even though they should. There's no reason why the next few levels aren't at least as difficult.

On to the level design itself. The Pfhor texture set in Tempus is good; it reminds me of Marathon 2, but it's much less garish. The twist here is that you're in the service of the S'pht, so Compilers are good guys and Pfhor are bad. This is okay, but let's not kid ourselves: Compilers are slow and stupid enemies, and they get easily bamboozled if even two Fighters attack them at the same time. To "offset" that, Compilers have substantially more health -- which just means that if when you get stuck behind a Compiler in a hallway, it takes several precious shotgun shells to kill it.

Overall, the level is basically linear, but it keeps looping back into the first area, with the 1x recharger and save. That's good design for a linear level; it successfully masks the fact that you're just going down a twisting mess of corridors for 20 solid minutes. So, despite the simple nature of the design, I like the level. The ending area with the coolant tanks is attractive, and the architecture is intricate. There are some completely auxiliary spaces in the level, which sort of stinks because it wastes time and ammo, but overall it's tolerable and it just gives the layout a bit more richness and authenticity.

The main weakness of the level, besides the aforementioned difficulty curve nonsense, is that I think it goes on a bit too long without changing the format of the level. It's just narrow corridor after narrow corridor. Your only weapons are dual pistols, a single shotgun (there's a second one in a secret, though), and any alien guns you find. Which is okay, but it gets old as you plow through Fighter after Fighter after Fighter in these narrow corridors. On Total Carnage, you basically have to fist enemies at the start of the level or risk running out of ammo, which is never good design. I wish this level were maybe shortened by a third, or if it opened up a little bit more to break the monotony.

In summary: Decent level, but I wish it were shorter. Good combat that overshadows the next several levels.
Level design: 3.5/5
Aesthetics: 4.5/5
Combat: 3/5

Annoying quirk:
See this trooper?
[attachment=3681:AintMyBitch_0002.png]

You can't shoot him from here. You have to run past him, but as you do, it will wake up and shoot you with its machine gun. This is avoidable, but only if you know he's there, and this is tough because there's a low ceiling that blocks your shot and your vision. Otherwise, you're due to lose at least half a life bar to a stupid, cheap trick.
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Last edited by RyokoTK on May 4th '10, 01:10, edited 1 time in total.
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RyokoTK
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02. Gates of Delirium
[attachment=3682:GatesofD...ium_0000.png]

Well, here we go, welcome to Italy.

This is your introduction to the real game behind Tempus Irae. And to be honest, it's not bad. The level design is fairly straightforward; there's minimal switch-hunting nonsense and the level's not overly long. It's also pretty attractive, with a reasonable attempt at actual Renaissance Italian architecture (mostly in the courtyard at the beginning of the level). This sort of architectural authenticity goes by the wayside extremely quickly in the course of the game, but that's fine; I think adhering to it would have held the game back quite a bit. (Renaissance architecture in general is extremely formulaic and repetitive, more than the game already is.)

The real problem with the level is that it's BORING.

[attachment=3683:GatesofD...ium_0002.png]
This is basically the entire level: fighting purple Fighters six at a time. You can pretty much cruise through the level using your fists with minimal effort. It's nice enough in that I ended the level with 76 shotgun shells, but really, it's just easy. And yet, Fighters en masse actually pose a mild threat if you don't have the assault rifle: if you get cornered, you very well may die. But come on, that's just an issue of paying attention and not actually trying. This level is far too easy.

The objective of the level is pretty straightforward: find one of Leonardo's manuscripts and then locate a teleporter (what?!) to exit. That's... the entire plot of the game, you have to find ten of these things, so if your level isn't "find manuscript then find exit" it's just "find exit." It gets a little monotonous, but for now it's okay. The layout of the level is fine; it more or less revolves around a single house with a massive (and pointless) hedge maze in the back, and you keep circling back to the house. It's all good.

And beyond that, there's not a lot to talk about. It's not the best level in the game by a long shot, mostly due to how un-engaging the combat is, but aesthetically the level is very nice and it's a good introduction to how the real game actually works. So I guess they could have done worse.

Level design: 3/5
Aesthetics: 5/5
Combat: 1/5

Annoying quirk:
[attachment=3684:GatesofD...ium_0001.png]
This is the only save on the level. It's a secret; it's easily overlooked and other saves in the game don't look like this. What a bunch of crap. Even though the level is extremely easy, I'd hate to die at the end of this level and get kicked back to Ain't My Bitch.
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RyokoTK
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03. Repository One
[attachment=3685:RepositoryOne_0000.png]
These are basically the only way for the game to deliver exposition; it also is what you do with those silly manuscripts.

In this case, it's fair that there are so many of them throughout the game; there's no other way, really, for the S'pht to contact you.

04. Like a Well Filled Day
[attachment=3686:LikeAWel...Day_0000.png]
And this is where the game starts to break down.

Tempus Irae is often praised for its visuals, which is fair, but let's be honest: only a few levels really got the level of attention to detail that, say, Gates of Delirium did. In fact, I'd say more levels than not are extremely boring to look at, like this one. This level is a tangle of corridors and small boxy rooms in what seems to be some kind of castle sewer. (Three levels in and we're in a sewer already? geez) It's extremely repetitive and the first instance of hunt-for-switch-then-hunt-for-door that the game is also known for. At one point, you run into a switch in the middle of nowhere; proceeding from there loops you back to the beginning of the level. Well, it turns out that a new door opened in what was a completely blank wall. Unlike several of the always-locked doors elsewhere in the level. See, what bugs me is that there are fake doors everywhere, but the real doors don't actually look like doors! Bah.

Anyway, difficulty-wise this level is on par with the previous level, which is to say it's completely uninteresting. You finally get the assault rifle here, and the ending battle is... sizable, I guess. But most of the level is, once again, killing Fighters and Drones in narrow hallways. So there isn't a whole lot to say about this level; it just feels like filler to me, though once again you do get a manuscript so we're already on to Repository Two. It seems like a bit of a fake-out to me; later in the game you go through three or four levels for one manuscript! But whatever.

Not much else to tell here; this one's a stinker. Bland, blank corridors with the same textures and a couple generally vacant exterior areas are all this level really has to offer.

Level design: 2/5
Aesthetics: 1.5/5
Combat: 2/5

Annoying quirk:
[attachment=3687:LikeAWel...Day_0001.png]

You can't get this. Welcome to the wonderful world of FUCK YOU. The worst part is this is already in another secret -- so you would expect there to be another secret leading to it, but there isn't. A note to all mappers: don't do this.
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RyokoTK
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05. Repository Two

06. Downward Spiral

[attachment=3688:Downward...ral_0000.png]

I like this one for a couple wonderful moments. Most of the level is like the previous one: a nasty mess of endless corridors. But there are a few larger rooms with interesting battles, like the one where you begin, pictured above. The architecture on this level is a lot more interesting than the previous one, though already the historical and cultural accuracy of it is becoming a little bit... questionable:

[attachment=3689:Downward...ral_0004.png]
OLMEC

The weird thing about this level is that it has its own physics that actually makes it easier: Enforcers are all Minor-rank, regardless of difficulty. Also, Troopers only shoot one grenade instead of two and will attack Hunters in the event of friendly fire. It's not really necessary; once again, this level's not very difficult already, and most of the monster attacks are in small groups mostly populated with Fighters and Drones. It really is starting to get tedious.

Anyway, this level is interesting because, beyond the odd physics, there are a couple little platform-based gimmicks intended to spice up the level. One of them are doors that "swing" open in a couple places. By "swing" I mean they transit instantly from closed to open; I don't buy it, and it's not necessary. Besides a crappy attempt to show off a neat trick, it's inconsistent, as most of the doors open normally. The other trick is a couple walls that are blown up during the course of the level, accompanied with a nuclear hard death to flash the screen. It looks cool enough, I suppose, but what would Pfhor be doing trapped in otherwise-sealed caves?

My favorite part of this level is the underground cathedral:
[attachment=3690:Downward...ral_0003.png]

It's attractive and the fight in here is fun enough. Also it's... kiiiiiiiiind of like a real Italian cathedral. A decent attempt at one, anyway.

Overall, I'm beginning to tire of these easy pipe shooter levels. This one's decent, but nonetheless, I'm four levels in and I'm getting fatigued already. This is going to be a tough one.

Level design: 3/5
Aesthetics: 5/5
Combat: 2/5

Annoying quirk: A lot of doors are operable by switches on both sides; in other words, it's like a normal unlocked door, only you have to hit a switch every time you need to pass through it. This was done in an attempt to maintain "authenticity" or some bullshit, I don't know, but it's immensely irritating. Besides, they're not at all consistent with it. Anyway, the worst part is that you can't just jam these doors open even though I can't think of any good reason why not. The worst part is, at one point, one switch opens what appears to be a normal Door to Before -- until it locks again behind you. Meaning you have to backtrack through the entire level again for nothing. Bah.
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Last edited by RyokoTK on May 4th '10, 02:40, edited 1 time in total.
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Horkeldorf
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I always thought you started on the roof of the church and the cathedral was at ground level not underground. Oh well. Downward spiral was always a favorite of mine and is pretty much the first level that comes to mind when someone mentions tempus irae. Mainly just the cathedral part.
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Shadowbreaker
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I gave up on TI when I decided that the level design was too "trippin". It was some sort of level with lava in or something, right after some sort of adventure on the edge of a spaceship.

It's sort of hard to remember a lot of the stuff here, because a lot of TI kinda looked the same...
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MoppyPuppy
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Oh I love these things!

Its always fun to see someone rage about the parts of scenarios that you yourself also raged upon.
Can't wait until "You gotta sin to be saved" is reviewed.

I'm hoping RyokoTK gets STUCK as I did and are unable to progress.
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RyokoTK
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Horkeldorf wrote:I always thought you started on the roof of the church and the cathedral was at ground level not underground. Oh well. Downward spiral was always a favorite of mine and is pretty much the first level that comes to mind when someone mentions tempus irae. Mainly just the cathedral part.
I suspect you're right, since there are stained glass windows in the cathedral, but since there aren't any windows anywhere else (and you keep going down and down and down) it gives the impression of being underground. Italy didn't have many 15-story buildings in the Renaissance.
I'm hoping RyokoTK gets STUCK as I did and are unable to progress.
Screw that, I've got the TI guide. I've gotten stuck more times than I care to in this game.
Last edited by RyokoTK on May 4th '10, 11:31, edited 1 time in total.
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ukimalefu
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I have played Tempus Irae many times. Now I will comment on all of it.

BEST SCENARIO EVER.
MoppyPuppy
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RyokoTK wrote:I suspect you're right, since there are stained glass windows in the cathedral, but since there aren't any windows anywhere else (and you keep going down and down and down) it gives the impression of being underground. Italy didn't have many 15-story buildings in the Renaissance.
Screw that, I've got the TI guide. I've gotten stuck more times than I care to in this game.
No, no, no.

I'm not talking about "I can't beat it" stuck, or, "I don't know what to do" stuck.
I mean FOR REAL stuck. Like "stupid door won't open and there is no way of opening it" stuck.
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RyokoTK
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MoppyPuppy wrote:No, no, no.

I'm not talking about "I can't beat it" stuck, or, "I don't know what to do" stuck.
I mean FOR REAL stuck. Like "stupid door won't open and there is no way of opening it" stuck.
Oh yeah... this does happen, doesn't it? I think it's an issue of jamming the door halfway open when you can only operate it once.
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RyokoTK
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07. Repository Three

08. Wiping Away the Dirt and Glue
[attachment=3691:WipingAw...lue_0000.png]
[attachment=3692:WipingAw...lue_0002.png]
I kind of like this level. First of all, the combat is finally starting to return to Ain't My Bitch-level intensity, which I think is where it belongs. I'm now fighting a greater mixture of enemies: Fighters are reinforced with Enforcers, Troopers are more prevalent, and so on. It's a good thing, not necessarily because a harder level is a better one, but because the previous levels were just dull in this respect.

Anyway, this level actually covers a remarkable amount of area. The beginning is a little cliff-side village of buildings; this is actually a fairly difficult area, too. There's no save, so dying kicks you back to Repository Three, and there are Troopers or Enforcers around every corner. It's pretty fun, because there's a lot of space to work with and more than one way to handle the battles. After that, you enter a little interior area where they transplanted the frescoes of the Sistine Chapel before heading back into some bizarre Italian metropolis.

It's cool when a single level has so many distinct regions in it. In the case of this level, though, I think it blows its wad in the first area; the second area is back to corridor shooting and the third area has a mess of unintuitive "puzzles" that can really slow the player down. Additionally, there isn't a lot of interactivity between the areas; that is, once you finish the first area, you don't go back, and you don't go back to the second area except briefly at the end. So the level is fairly linear, but that's okay.

The worst part about this level is the aforementioned "metropolis." Now, granted, I wasn't alive back then, but I'm pretty sure Italians weren't big on huge blocky towers. ;) Anyway, this area has a ton of locked doors, which is fine, except few of them open with switches. They seem to open of their own volition; in fact, what you have to do is try to approach a different door (which never opens), and in doing so, a distant door will open somewhere else. You have no reason to suspect that this will work, so after dicking around one particular dead-end courtyard, if you get frustrated and head back, you'll find two different doors are opened and you don't know how. It's like switch hunting, only the switches are invisible. Bad design. I'm sure the Nardo dorks thought this was a "puzzle" though, and left it in. Marathon's not really great at puzzles.

Anyway, most of the rest of the level is okay. The part where you have to double back into the second area for the ending is a little confusing, because once again, in your absence some door opened somewhere and you're not sure what. Basically you just have to blunder around until you find a door that you don't think was open before, but since a lot of the interior areas are pretty samey, this can be difficult. Visually, the level is chunky and lacks the details or refinement of the previous level, but despite the extremely simple architecture, the mapper (I think it was Borzz) used bold differential shading, which really helps a lot. It turns a really bland level into one that's fine, though it doesn't stand out. Differential shading is something Rubicon could have used in spades, and let it be a lesson to you: even if your levels are really simple, throw in some shading and it'll be fine.

Level design: 3.5/5
Aesthetics: 3/5
Combat: 4/5

Annoying quirks:
Two of them!
[attachment=3693:WipingAw...lue_0001.png]
The archways here are their own transparent texture, naturally. This isn't such a bad thing; visually, it's actually a good and crafty effect. The problem is that the presence of the texture will block certain shots all the time, even if you shoot at the gap under the arch. So, good luck trying to grenade that Fighter. The shotgun will work, though. Basically, don't put enemies behind fences if you want them to shoot at you.

[attachment=3694:WipingAw...lue_0003.png]
Compulsory lava-bathing isn't an inherently bad thing. However, one of Tempus Irae's gimmicks is that there aren't any rechargers in Italy. Which makes sense, but the fact that health is now a limited commodity restricts you from stuff like this. You basically can't require the player to take damage, because what if I saved with a sliver of health and no health cans? Now I can't proceed through the lava pit. And this pit is protected by half a dozen Troopers and as many blue Fighters, so the odds of getting messed up are pretty good. This didn't happen to me, but it's something you have to watch out for.
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RyokoTK
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09. Repository Four

10. Polygonium Opus
[attachment=3695:Polygoni...pus_0000.png]
WHY DID THEY TAKE MY WEAPONS AWAY, FUCK YOU.

This is the game's first Rebellion level, and like all the others there is no plot justification whatsoever for it; you just get shafted. Now this isn't really a big deal, because TI is very generous with ammo; even on Total Carnage, you rarely are in danger of running out. And as you may have seen in earlier screenshots, I had quite a lot of ammo. But it's just annoying; if you think the game is too easy because the player has so much ammo, don't give the player as much ammo; don't give him a bunch and then take it away.

Anyway, on to this level. Despite the Rebellion thing, this level is actually really good. Generally speaking, the Pfhor levels are the best in the game, which is a peculiar role-reversal from most scenarios. You get your AR back right away. The game doesn't force you to fight endless Fighters with a pistol again, thank god. Basically, I suspect the Pfhor levels are to give the player a break from the Italy levels. Nardo team probably realized they tend to run together after a while. So you have some weak justification here: the Pfhor sent some "elite units" (a.k.a. gray-colored normal units) to sabotage the Sh'aptide, and now you have to bail the S'pht out.

Whatever. All that matters is that it works, and it works well. This level, again, is extremely linear, but it's a good balance of tight corridors and open spaces. I have some tolerance for tight corridors on spaceship levels because it seems to me that a spaceship would be economical with its space usage, and tight corridors would be the norm. But the flow is broken up with several large rooms and some good fighting throughout the course of the level. The advantage of a very linear level like this is that each room is basically a setpiece that you can choreograph for optimal fights:

[attachment=3696:Polygoni...pus_0002.png]

This room's effect would be lost completely if you could approach it from the other side. So there are several fights that seem to be pretty carefully positioned, and it works really well. The gimmick for this level is that one of the Hunters is actually hunting you! He taunts you through some of the terminals, leading up to a big boss battle between you and him. Oh, did I say "big boss battle?" When you finally do encounter this Hunter, he dies like a chump! It's basically a normal green Hunter, colored blue. This is really the only bad part of this level, building up to some pussy anticlimax.

Anyway, overall it's a solid level, pretty long but fun. Like Ain't My Bitch, this level is surprisingly attractive.

Level design: 4.5/5
Aesthetics: 4/5
Combat: 4/5

Annoying quirk:
[attachment=3697:Polygoni...pus_0004.png]
I've already whined about this before, but it bears repeating: this is a dick move. Plus, it doesn't make logical sense. Who are the S'pht saving this ammo for? Why don't they just give it to you in the first place?
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RyokoTK
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11. Sordidae, Turpes et Faetidae
[attachment=3698:Sordidae...dae_0000.png]

Oh man, this one sucks.

The basic format for the level is that you're looking for four switches to open up the chamber with the manuscript. From there, you can proceed to the exit. The level is a bit more open than previous ones, with backtracking being a bigger factor in its design.

Now this isn't an inherently bad concept for a level. It goes sour really quickly when you don't know what you're doing. Missions that are "find X things" are pretty easy to do well, but not when the mission isn't stated, as is the case here. In other words, you don't know what you're doing until you've already done it.

Furthermore, the manuscript itself is tucked away in a place that you wouldn't look. You go through a door and descend down the stairs. BUT! The manuscript is tucked away behind four doors along the same wall that you entered the staircase in; the only way to find it is to enter the room and turn around. And even then, you'd think it's just a dud door unless you already found all four switches. The problem is that this level has loads of fake doors that never open, so it's impossible to distinguish them from real locked doors until they're already open! Sigh.

And compounding the problem is how difficult it is to even find the four switches. Two of them are right next to each other, and fairly obvious. The other two are horribly concealed. To wit, I present the infamous TI STAIRS:

[attachment=3699:Sordidae...dae_0001.png]
[attachment=3700:Sordidae...dae_0002.png]

Atop those stairs is one of the four key switches. But it ALSO opens a door leading to another key switch halfway across the level, not that you could know that until, once again, you found it. This level sucks.

Anyway, beyond that, the combat is pretty lame too. We're back to fighting Fighters and Drones again, with only a handful of tougher guys to spice up the gameplay. You get a ton of ammo on this level, basically putting you back to where you were prior to Polygonium Opus, so that's nice. Visually, the level is pretty bland: chunky oversized rooms with not nearly enough detail to fill them in.

This level is bad. I hate switch hunting, and this level has some of the worst. It's boring and, every time you play it, you're guaranteed to miss at least one of those switches. It does introduce the bitchin' TI Juggernaut, though:

[attachment=3701:Sordidae...dae_0003.png]

I don't think they're functionally any different from regular Juggernauts, and indeed there are a couple of them earlier in the game, but they look cool. And I guess that's key.

Level design: 1/5
Aesthetics: 2.5/5
Combat: 2/5

12. Beyond the Black
[attachment=3702:BeyondTh...ack_0000.png]

Not much to this little secret level. It's a pitch-black arena with a missile launcher as your reward. I can't complain; it's pretty much what a secret level ought to be. It's basically The White Room of TI.
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13. Repository Five

14. Brain Damage
[attachment=3703:BrainDamage_0000.png]
[attachment=3706:BrainDamage_0001.png]

I strongly suspect that architectural quality correlates with overall map quality in Tempus Irae. To wit, I present Brain Damage, which is an extremely well-made level and is also a good piece of eye candy. I don't recall who's responsible for which maps in TI, but I suspect this was a Silvrmane map because it's... well, actually good.

Like most levels in TI, this level is linear linear linear. The core of the map is a courtyard in the middle with a tower, surrounded by pits. You have to fill each pit with water in four other towers surrounding the courtyard. It's a pretty methodical map: clear out a tower, head into the courtyard, repeat repeat repeat. And it works out just fine, really.

Actually there isn't a lot to say about this one. The combat is beginning to get a little trickier: there are several tight spaces in this level with Troopers in them, and lots of Enforcers in high positions. I died a few times; the first time I've died in a couple levels now. So I'm glad that the difficulty is picking up a bit.

Other than that... I mean, there's really not much to say. This level's not amazing, but it's very nice to look at and overall designed well.

Level design: 4/5
Aesthetics: 5/5
Combat: 3.5/5

Annoying quirk:
[attachment=3705:BrainDamage_0002.png]

TI has a tendency to have locked doors like this where, when you approach the door, another door opens. It's irritating and unintuitive. In this case, you have to press yourself right up against these bars to open the door behind you -- but you don't need to get that close to try the door in the first place. It's not really a huge deal-breaker, but it's just really stupid. Why not just have another switch to open the other door?
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15. Towel Boy
[attachment=3707:TowelBoy_0000.png]

This is a secret level, but I can't see why. It's basically the same as any normal level, and is certainly better than some. I guess the only secret-levelness is the rocket launcher you get near the end of it.

This is another linear level. I'm starting to run out of energy for some of these Italy levels; there's less and less for me to write about because, even on the better levels, there's not much new ground to cover. This level isn't great, but it's not terrible either. There's some nice instances of good architecture, but on the whole it's kind of middling as well.

In fact, that's basically the level: it's just kind of middle-of-the-road. There's a lot of corridors that you fight in, but it's punctuated by enough larger rooms to help bring some life to this one. This is the first time you run into a Juggernaut face-to-face; it's certainly not worth your time to try and kill it, because like most Juggernauts it has 7500 health on TC and it's just not worth the time or ammo to kill it.

Level design: 3/5
Aesthetics: 4/5
Combat: 3/5
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16. Gauntlet
[attachment=3708:Gauntlet_0000.png]

This level lives up to its name: it's a real endurance trial along some long, narrow paths while Fighters, Enforcers, and Hunters shoot at you constantly.

Tempus Irae in general is remarkably void of plot, which must have given Nardo team a lot of freedom to make kind of frivolous levels like this one. This has its ups and downs; if you're good at making gimmick levels, then levels like these are good interludes in normal levels to help kind of freshen up the gameplay, which TI desperately needs in general. If you're not good at it...

The idea of an endurance-based level like Gauntlet is one that I agree with in principle, but in execution it's rarely as fun as you would like. Gauntlet is a fairly long level, and you have to do almost the entire thing without saving; there's one save at the beginning and one near the end. And while you can technically backtrack allllllll the way back to the beginning to save if you want... don't do that. Coupled with the fact that there are no rechargers, only canisters, as befits the rest of TI, and you've got a level that punishes you for mistakes.

The combat itself is pretty fun, I guess, but it can get aggravating after a while. The first half of the level or so has you running along huge pits of water while monsters in high, safe places shoot at you. And while you can cheese your way through it by just swimming deep underwater for most of it, if you decide to fight your way through like a non-weenie, you've got a difficult task ahead of you. On Total Carnage, the many Enforcers and Hunters high up lay down a constant field of fire on you, and if you don't have a SPNKR from the secret levels, they're too far away for you to easily shoot down, so you've gotta just let them live and dodge their attacks as best you can. Needless to say, it's quite possible to die after a good 20-minute run and have to start the entire level over again.

So really, that's what it boils down to: if the level had even one more save point, it'd be a lot more enjoyable. But after a while you start to get really tense and frustrated, which just isn't fun.

Anyway, architecturally the level is once again very primitive. There's a huge disconnect between levels like this and levels like Brain Damage in that regard. Exiting the level requires you to find one single door that you passed near the beginning of the level, which is now open; there's a Door to Before that plops you back in the gauntlet itself, and you just have to backtrack through it -- not that you'd have any indication to do that, of course. *sigh* Super-linear levels shouldn't have backtracking.

Level design: 2/5
Aesthetics: 2.5/5
Combat: 3/5
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17. Repository Six
Nothing extraordinary about this except that the terminal says you've gathered 5 manuscripts, when obviously you have 6 (that's why it's repository six).

18. Ameseno Italy
[attachment=3709:AmesenoItaly_0000.png]

This level is little but boring filler. The entire level is a cluster of strangely primitive-looking buildings with just one room and a couple windows. The level itself is almost completely empty; there are few monsters, and most of them just teleport in when you enter each building, but as you don't need to enter most buildings, you can finish the level after fighting only a handful of enemies.

So the idea is that it's atmospheric, not combat-based. Fine. The lighting seems to affect a thunderstorm, like back on A Converted Church in Venice, Italy. (Heeeeeeyyy!!) Anyway, the difference is that Converted Church was an interesting and thoughtfully-designed level, although a stupid one; this one looks like it was scraped together in a couple of hours when they realized they were one manuscript level short.

There honestly isn't much to say about this map. It's dark, with some lighting effects, but the architecture is so bad that it actually detracts from everything else. I mean we're talking Marathon 1 standards of architecture, including the bizarre and unnatural angles and chunkiness. The website claims the level was "inspired" by real architecture in Italy, but I find that unlikely.

In short, the level is just a breezy little cluster of buildings as you stumble around looking for which building has the next switch to press in the sequence. Yeah, it's another switch hunt, only even more boring than normal.

Level design: 1.5/5
Aesthetics: 1/5
Combat: 1.5/5
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19. Repository Seven

20. The Revealing Science of God

It is at this point in any of my playthroughs of Tempus Irae that I start to realize how thin the concept is.

Shakespeare said it best: brevity is the soul of wit. Tempus Irae should have been eight levels long. Think about it in terms of the story: there's only really one plot, and no subplots except for the attacks on the Sh'aptide, which take up a couple levels. That means that, of 22 non-secret, non-exposition levels, at least 80% of them are devoted to the same objective. The question really becomes, why are there ten manuscripts? There's no reason for there to not be, say, six manuscripts. Or three. Or one.

In fact, I think the game would be absolutely stellar if it were only 6-8 levels long, with one manuscript, and that's the entire game: one or two introductory levels fighting the Pfhor on their ships, and then a handful in Italy as you try to locate and actually acquire that one manuscript. Because the problem boils down to the fact that there isn't nearly enough storyline in Tempus Irae to fill 22 levels, and rather than, say, writing more story, they just stretch what there is over a lot more levels.

So I think this is the core of why this game is so damned repetitive. The worst part is that this level has the eighth manuscript, but I'm hardly halfway through this game. It's not like the game is going to end in three or four levels; there's about a good dozen more levels left for two manuscripts! That's a lot of filler!

The other reason why I bring this up is in the huge disparity in map quality between mappers. Now this isn't a phenomenon unique to TI; Rubicon and Evil had very much the same problem, but I think it really hinders the scenario overall the most here. James Hastings-Trew most certainly deserved to win Bungie's mapmaking contest in... 1996? Whenever it was, the point is, JHT was an extremely capable and thoughtful mapper, and you can tell which TI maps are his not only because of the architectural quality, but the layout is far more intelligent and coherent (c.f. Brain Damage). Then you put it up against maps like this stinkburger or Sordidae, Turpes et Faetidae, and you realize just how unsteady the map quality is here.

That brings me to this particular level. This map sucks on toast. It has all of the Bad Nardo Habits present in TI up to this point: most of the map consists of a horrible tangle of corridors which constantly double back on themselves. Switches open doors clear on the other side of the map, but since half of the doors are fake doors you have no idea which switches open which doors. One switch in particular opens a door that you won't run into until much, much later in the level; I think you actually get stuck completely if you don't press it, but I'm not sure. Most of the open spaces are bland, chunky, and boring. The combat is light and boring, and most of it takes place in corridors as you fend them off one at a time. (To spice it up, sometimes monsters teleport in behind you too.) Ultimately, the biggest downfall of this level is that it's too goddamned long. Earlier today, I had to just stop and give up because I was bored and lost and tired of looking for doors to open. It turned out I had accidentally jammed a necessary door shut and screwed myself over anyway. Thanks a lot, Nardorks.

The one improvement over other levels: at least you can see the fucking stairs.
[attachment=3710:TheRevea...God_0001.png]

Level design: 1/5
Aesthetics: 2/5
Combat: 2/5

Annoying quirk:
[attachment=3711:TheRevea...God_0000.png]
There is clearly glass on this lattice, yet you can shoot freely through it. There should have been an empty-but-solid line in front of it so that enemies wouldn't try to shoot through it.
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21. Repository Eight

22. Rock the Boat

[attachment=3712:RocktheBoat_0000.png]

In this post I'm going to talk about how to make your levels resemble real spaces.

Let me first begin by saying that, most of the time, you don't need to bother justifying how your space is used. This is for a couple reasons: one, Marathon is a primitive engine, so adding programs to your spaces is difficult to do without looking corny. Two, this is in the future where aliens are generally the ones building your stuff; who knows how the spaces are used? I generally don't bother with it, myself, beyond a really thin justification.

But when you're trying to make a boat, you're opening a different can of worms. Everyone knows what a boat is, and everyone can probably guess what an Italian boat around 1500 looked like and what it was. There's historical precedent for it. My point is, this does not look like a goddamned boat. If you're going to make a boat, it should look like a boat; otherwise, make something else.

The other problem with making a map based off of an actual existing piece like this is that you have expectations of how the boat is going to be laid out, and what it's going to have. It has no masts, no rigging, no sails, nothing like that; okay, fine. Maybe. It's a technological limitation of the engine. But then you get to the interior of the boat, and it's psychotic. While most of the texturing is the same wood texture (as expected, in a boat), there's also some brick, stone, and tile. On a boat. There's also pools, huge rooms with high ceilings, and a switch that sinks the boat outright.

Normally I'm not one to deride scenarios for a lack of realism, but come on. This is not a boat. I mean, look at the overhead map:
[attachment=3713:RocktheBoat_0002.png]
This must be the Boat of Leaves.

Anyway, as for the gameplay itself, it's fine but too linear and easy, as usual. A berth of 2x canisters trivializes pretty much all of the fights, which should be fairly tricky; lots of Troopers and Hunters in tight spaces. And it's a short level, but that's understandable, because it's a boat.

In summary, this level doesn't bother me because of inherently poor level design choices; it's still pretty bland and dull, but it's white bread. It bothers me instead at how alarmingly stupid it is.

Level design: 3/5
Aesthetics: 1/5
Combat: 2.5/5
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23. Theatre of Pain
[attachment=3714:TheatreOfPain_0001.png]
This level is okay. I believe all pretense at affecting Italian architecture is long gone, though. The beginning of the level involves jumping down to the bottom of a puddle of sewage, where you will be teleported to the top of a waterfall. Not in a teleporter, mind you; the pit itself teleports you.

whaaaaaaaaaat

Anyway, beyond that, the level is more or less straightforward. It's basically got one sort of nexus room with several large rooms attached to it. You have to clear out each large room in sequence in order to exit the level. There's no manuscript earned here; the entire level is just a waste of time, and as I didn't find a terminal to explain anything, I have no reason to believe Nardo isn't just making fun of me at this point.

Actually there's not a lot to say. It reminds me in a way of Brain Damage (so I suspect this one was made by the same guy); a central room where you have to take care of various auxiliary rooms in sequence in order to finish the level. The architecture is fine. Not great, but better than several levels preceding it, and there are some pretty great battles here, so overall it's not too terrible of a level. It's just fairly short and there's not a whole lot to it, and it's still pretty easy. (I have a feeling this game is pretty easy because I have so much ammo.)

Level design: 3.5/5
Aesthetics: 4/5
Combat: 4/5

Annoying quirk:
[attachment=3715:TheatreOfPain_0003.png]

I am looking at a switch that is required to complete the level. Can't see it? It's behind a secret door.

I'm sure the designers thought that they were adding "puzzles" to their levels by including crap like this. This isn't a puzzle, it's a secret, and it's virtually impossible otherwise to tell that there's a switch here. The side that opens flickers very faintly, but basically the only way to find it without using the guide is just to mash desperately at the column. There's actually another instance of this on this level. What a bunch of bullshit. The actual secrets on this level are even worse; in order to reach the secret exit from this level, you have to grenade jump up onto the base of the column here. That opens a door very far away that leads to the secret exit. There is no way whatsoever to find this secret without using the guide, which defeats the point of having secrets in the first place!
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24. Never Satisfied
[attachment=3716:NeverSat...ied_0000.png]

You have to have brass balls to have a secret level that's also a rebellion.

Secret levels should not punish you for finding them, like this one does. As you saw, I had probably an excessive amount of ammo at the end of Theatre of Pain; all that goes out the window for Never Satisfied. And you really don't get it back. I had a handful of AR ammo and some fusion batteries, which is probably enough to get through the game, but really! You don't get your SPNKR back, you don't get your TOZT back, and I lost all of my shotgun and SMG ammo. It's bullshit. Thankfully I remembered to copy my save at the end of Theatre of Pain.

On to the level itself, it's pretty poor. It's actually got some good combat, though, and a few of the fights are genuinely difficult, though this may have to do with not having any guns or ammo. However, you are likely to die right away at the beginning of the level your first time because you spawn right next to several Fighters -- without any health.

The gimmick behind this level is that it's got a series of "puzzles." You've already heard me bitch about the nature of TI's puzzles, but this one kind of takes the other route: the "puzzles" are so simplistic it's just a waste of time. First hit a bunch of switches in the order they're numbered on the automap. Then jump from platform to platform. Then race to the end of a maze. Then fight your way through a hallway in the shape of "LEONARDO." As a puzzle level, it really falls on its face. Look, you really can't do puzzles in Marathon. You can't. It doesn't work. Unless you want to dedicate a thousand polygons to make shoddy copies of Myst puzzles, I guess.

Anyway, the level is a gimmick level, which is fine for secret maps because that, IMO, is what they're for (to a certain degree). Unfortunately, the level just isn't much fun, and losing all of your guns is a real swift kick to the nuts.

Level design: 1/5
Aesthetics: 3/5
Combat: 3.5/5
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to be continued!
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RyokoTK wrote:Compulsory lava-bathing isn't an inherently bad thing. However, one of Tempus Irae's gimmicks is that there aren't any rechargers in Italy. Which makes sense, but the fact that health is now a limited commodity restricts you from stuff like this. You basically can't require the player to take damage, because what if I saved with a sliver of health and no health cans?
The Accolade into Murder on the Rue Acheron on Total Carnage.
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MoppyPuppy wrote:The Accolade into Murder on the Rue Acheron on Total Carnage.
Touche. Thankfully the problem is averted in Phoenix.
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