Outlaws levels tend ta seem a bit arbitrary an' forced in some
way. They don't make you feel like yer in a real location; the
buildings seem random or unlikely, the terrain feels fakey and
the way th' level lays out strikes a false note. It takes great
design skill to make a level that not only feels genuine but is
also great fun to play in. Happily Last Stand is one such level.
supports DM, Team
A palisaded wooden fort in a small deep valley makes a great
spot for small deathmatches. There's a nice variety of spaces:
small rooms and passages in th' fort, a medium-sized area inside
th' fort and behind it, and a larger area in front. This means
that a large number of character and weapon combinations will
work well on this level. Riflemen can use th' clearing in front
of the fort and th' rooftops whereas
tend ta to best in th' smaller spaces. There's a lot of shotgun
ammo scattered about but don't worry, you'll use it.
gameplay and well constructed, Last Stand'll give ya a sore wrist an'
noggin' in no time!
fer rest on this level. The fort is
quite small with only one main central area and only one
multi-room building, so killin' someone may get 'em off yer
back fer only a few seconds. You'll want to
keep a particularly sharp eye out fer th' medkits an' boilerplates
scattered about -- that heavy boilerplate comes in especially handy.
When in extreme duress look fer th' elixer hidden 'round th' side.
Weenies an campers (like me heh) will do well ta try ta git ta
th' roof of the fort 'cause there's only one approach. It's a
tough jump but if ya make it you'll be th' terror of th' neighborhood
('specially if ya use th' gat
up there) but only until ya run out of ammo.
This level is very compelling and well thought out. Balanced in
gameplay and well constructed, it'll give ya a sore wrist an'
noggin' in no time! There's lotsa ammo an' not a whole
lotta places ta hide, so limber up yer trigger finger, pardner,
'cause yer Last Stand ain't no joke.