Introduction
You’re walking alone on a warm, summer’s night until you suddenly fall into a deep hole. Nobody is with you and have fallen faint. Alone. When you finally awaken, its obvious there is no way back up. It’s time to find a way out.
Review
Fullmoon is a simple map which relies on a consistent key hunt between areas, each one having you spend a decent time within a new location before moving onto the next. I couldn’t help but feel that the gameplay felt a little like DOOM in terms of progression and combat. Don’t expect there to be a lot of variety with the choice of enemies here, mostly consisting of cultists and zombies, an emphasis on the latter as hordes of them are constantly thrown at you. They start out in small groups but soon increasing in swarms as they hide behind walls lying in wait for a trigger to ambush you. Surprisingly this didn’t seem to get repetitive despite the predictability, instead adding a little satisfaction to combat quite nicely because they are easy to mow down with a good stick of dynamite or well placed flare shot. The main risk is preventing yourself from getting caught up in their traps and avoiding the unfortunate once surrounded. Cultists on the other hand aren’t much of a problem, usually ready to fire from behind a door or positioned some distance away making them easy targets. The ending closes off with a nice conclusive set of ambushes just shy of gameplay becoming rote by providing an akimbo powerup against legions of zombies.
Taking place inside of nondescript brickwork halls with many instances of small indoor and outdoor areas, design tends to be average across the board but works well enough to accomodate the action. This simplistic approach however causes a series of similar looking areas and only occasionally steps away from an established texture scheme it often repeats. Some effort has been made adding decorative features like gravestones or wooden beams for trimming and some nice lighting to break apart the monotony, while some additional contrast shading along walls that light doesn’t reach could have gone a long way to feel less flat looking. As the level progresses along there’ll be attempts at different environments like a sewer system and residence, or larger spaces for a grander appeal. While these tend to look a bit barebones, its a welcome change to see how the mapping develops overtime.
Conclusion
Comes across as a simple decent map serving what it sets out to do, providing an enjoyable action packed session while not exactly having much in the way for varied gameplay. Design remained average that showed attempts at making places look interesting, but had too many similar texture schemes and nondescript locales adding to its monotony.