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Hey everyone!
If you have noticed the lack of MotWs for the past few weeks, then fear not, we’re still kickin’ and ready to go after a month-long hiatus.
Granted, MotWs may still be irregular in the future because of a complicated little thing called “real life”, but we’ll see how it goes.
To make up for the lack of content, we’re reviewing a whole series rather than just one map. Of course, Series of the Week doesn’t flow well (nor does Series of the Month), so we’re sticking with MotM. Gotta keep things at least semi-consistent.
So with all that said, today’s Map of the Month goes to “Deadline” by Alex Pine, which currently consists of 5 levels. With nice level design, cool puzzles, hidden secrets and a confusing plot, these levels are sure to give you a blast.
The series takes place in an alternate timeline, diverging after Madam Stela’s death. Ibzan has an alternate plan in case the Meat Portal plot from the main game fails, which the Reaper stumbles upon by chance. Having been discovered, Ibzan diverts all his resources to Plan B, abandoning the plot you see in Deadbolt’s main campaign.
The series starts off strong with the first level, “Into the Abyss”. It’s a complex structure that can itself be a puzzle to move around in. It’s got plenty of variety with room sizes, as well as smaller groups of enemies and a large vent network, allowing you to pick your fights and avoid situations where too many enemies have you in their sights.
There’s a few small environmental puzzles, too, like having to drop down to a vent to reach the inner parts of the complex, or unblocking a vent to reach another area. Plus, it’s got a crane, which I always appreciate in a level.
Overall, it’s a solid level and I would consider it the best in the series so far. If you’re going to play any of the levels in Deadline, make it this one.
The next level is named “Sinner Dinner”. This level’s main feature is obvious from the very start – the restaurant contains a veritable army of Dredged, including an incredible number of Generals ready to revive their comrades. You’re definitely not going to be able to face this horde head-on.
Luckily, you’re readily provided with powerful weapons like Rifles and Headhunters, placed in dangerous spots that’ll only benefit you if you play your cards right. And if you happen to grab a sledgehammer off a Sergeant, you’ll be theoretically unstoppable. This level’s all about dividing them up and picking off the Generals before you deal with anything else.
If you can beat this, then you’re officially better at the game than I am. Good luck.
Next comes “Those Who Have Burned”. This level’s a little shorter than the others, but it works well with what it offers. Once again we’re faced with a massive room full of enemies, but this time you’re hidden up in the rafters, picking them off with some Bolt-Action Rifles.
There’s a couple of Technicians down there, whose mines can be abused to eliminate any groups of enemies standing too close to them.
Oh, and there's also a small platforming section, with a reward for the curious ones.
One exposition dump later, we get to the real meat of the level. Every room is rigged to blow, and you need to find a way to diffuse the situation without getting blown to bits yourself. There are multiple ways to deal with each room, but I’ll leave that up to you. Be sure to set your graphics to Low if your computer lags during this part. It’ll do wonders, trust me.
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