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But again, kind of "good"
i give it a 6.5
There's two Antlion Guard fights, but only the second one gives you a pheropod. The first fight is pointless.
Overall, a really good mod that achieves what it was trying to do, but not without some hiccups. A typical "7.5/10".
The effort put into this must have been tremendous. Making anything, let alone fighting against the "Beta Curse", is really hard. So let's not haste to judge this mod too harshly, okay?
Definitely would recommend playing!
[PS: I know this is simply an Upload from someone who isn't the author, but I wanted to express my thoughts regardless]
The map unfortunately ends before the main attraction can even begin properly. It feels the author spent a lot of time on the Antlion and Dry Seabed related things and not as much time on everything else.
The routing of the map is very confusing. There's little indication on where you're supposed to go. There's very little guidance, and at times you're supposed to do some odd things and go through some odd paths, clever sure, but confusing! At first one wouldn't intuit they're way forward, as they're somewhat outside the norm to be the main path forward.
For example, puzzles (and the one boss fight) lack telegraphing and hinting. There's a particular puzzle where you must put antlions atop a bridge to make it crossable, but there's no indication that that bridge wasn't simply a scenic prop or a static geometry. Some animation and some indication that its a physics object would already have sufficed.
If you want to explore the Antlion Caves (no Antlion King, though, unfortunately) and get a taste of the wastelands, and see the Razor Train moving through the tall wasteland tracks, and fight a gunship atop a lost lighthouse: This mod delivers that!
That said, it's not without its problems!
It's old and full of bugs!
(Besides the Antlions, of course!)
The pacing is all over the place.
Although very nicely done and atmospheric, the mod loses focus on what's the most important aspect of each set-piece. There's a couple of moments where momentum was needed but the mod couldn't decide on whether to push or pull the player, making things stall and crawl when it'd be better to just let the player advance, and rushing through parts that were supposed to be the main attraction of the maps. There's too many pointless detours.