Reviews of TFL Gameplay Analysis

by A-Red of The Onyx Warlords

TarousZars
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This is a great download. For a newb mapmaker like myself it really enforces the concept that it is the little things that make maps great. A-Red gives a nice write up of every level and why he thinks it is good or bad. I'd love to see a similar write up for Soulblighter.

Reading this made me want to make another map, and get the details right this time.

Avatara
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Very interesting read overall. Also shows why the Myth TFL campaign (in my opinion) was much better handled then the Myth 2 one (and most third party coops) and why it still has a certain "magic" after all these years since the game's launch.

Thank you A-Red, for a great reading.

iron
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A-Red's put a lot of work into this, and its a very interesting insight into the genius behind TFL's solo level design. It could be improved with the addition of a few screenshots & perhaps it should be in html format & hosted on the interweb somewhere rather than zipped up here ;)

Also, I've always thought that the TFL solos encouraged you to be imaginative in how you tackle problems, but this hasn't been highlighted a great deal in the doc. for instance, in Silvermines it is very hard to take down the fetch with your 4 arcs ... but if you get in close among the buildings you can confuse them & get easy kills with zerks or duffs. There's also the potential for the big puddle sat/dud trap you can use to destroy the big myrm army in Flight from Covenant ... and the alternate route via the waterfall in Force 10 (plus other examples). I mention this because its good for a mpamaker to encourage left-field solutions rather than the player always following the standard route through a level.

All in all, very good, an interesting read :)

Tireces
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Very interesting read A-Red. I cant say that I agree with all things you wrote but such is life ;) I dad good time while reading tho - 5 stars download. Waiting for M2 and M3 analysis.