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Hey everyone!
Last MotW we reviewed a map that reminded us of DEADBOLT’s early days, but this time we’ve decided to actually go back there and review a pair of maps released all the way back in 2016.
In today’s Map of the Week we’re highlighting the “Prologue” series by SwamDono.
This unfortunately unfinished series takes place before the events on DEADBOLT, telling us exactly how our boy the Reaper started working for the Flames in the first place.
In the first map, “Prologue, Part 1: Become the Reaper”, we start off locked in a basement after having been killed by an Incubus. Awoken by the Flames, we are given the chance to get revenge on our killer.
While DEADBOLT isn’t a linear game by nature, it’s pulled off brilliantly here by having a series of small rooms that you can quickly blast through on your path up and down the tall apartment block, which overall keeps the level interesting rather than getting tedious.
Another thing I liked about the level’s design is how you can avoid killing anyone besides your target like a master assassin, if you want to give yourself an extra challenge. Of course, it’s a lot easier to just kill everyone so you won’t be chased halfway across the level as you traverse it.
Get past the enemies, kill your target, pat yourself on the back if you kill him with the shotgun trap. After the Incubus is dead, the Flames will offer us a job. Not having any real alternatives, we comply and make our way to the car, ending the level.
In the second level, “You’re mine now, child.”, we arrive at another apartment complex, consisting of a few buildings worth of undead. They’ve been making moves the Candles can’t keep track of, so it’s our job to deal with them.
This level is pretty linear, much like the first level, though there’s an optional extra path you can take to get your hands on a scythe. This time the level focuses more on width than height, and there’s a lot of nice decoration to admire as you traverse it – there’s more variety in the aesthetics of the buildings, from warehouses to clubs to apartment blocks, as well as having some scaffolding you can descend.
After going through several vents and killing seven targets spread across four buildings, we reach the final target – Roland. He’s patrolling on a dark rooftop, so you shouldn’t have any trouble dealing with him so long as you keep your distance.
After some exposition, you’ll have to backtrack through the level to get back to your car, though thankfully there’s a couple vents that’ll act as shortcuts on your way back down.
Unfortunately, the creator of these maps seems to be long gone (they haven’t been online on steam for quite a while) meaning there won’t be any more maps released for this series in the future.
Despite this, the two levels that were released still provide some excellent examples of good linear design, as well as just being generally fun levels. I’ve had a lot of fun replaying these maps, and I hope you’ll feel just the same.
Play them now! (Part 1) (Part 2)
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