[b]Hey![/b]
So last week’s DNA [i]may have been a pretty major release,[/i] but that’s no reason to laze around, so we’re back to our regular schedule, with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1795330364]“Baskerville”[/url] [b]by Tahazzar,[/b] whose name should be very familiar to you at this point.
[i]And before you ask, yes, hounds are definitely present in this level.[/i]
[img]https://i.imgur.com/KjMRtRP.png[/img]
“Baskerville” is somewhat reminiscent of one of Tahazzar’s previously highlighted maps, [url=https://steamcommunity.com/games/394970/announcements/detail/2941305148134016645]“Ghost Recon”,[/url] as it follows a similar structure of playing around enemies rather than focusing on combat. This one is a lot more fun, though, as it has plenty of visual clues to enemy locations, an intuitive layout, and requires you to outsmart your foes rather than simply try to avoid them.
[img]https://media.giphy.com/media/elUS2vq3RZN2PrGbWS/giphy.gif[/img]
This time you’re up against invisible [spoiler]read: super tiny[/spoiler] hellhounds, known here as poltergeists. Because of their [strike]small[/strike] incorporeal nature, you won’t be able to shoot or melee them. Your only tools for getting past them are [i]your noisy attention-grabbing [b]revolver,[/b] conveniently easy-to-shoot-out [b]lights[/b][/i] and [i]even more conveniently placed [b]doors,[/b][/i] which they can’t open.
[img]https://i.imgur.com/1cqoKyR.png[/img]
Overall, it’s a fun puzzle level with interesting mechanics.
It’s not every day a custom map introduces a new enemy type, after all!
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1795330364]Play it now![/url]
[i]…and beware of the poltergeists’ more unusual behavior.[/i]
[img]https://media.giphy.com/media/S5noiHhO7fH0zZivF4/giphy.gif[/img]