Selfish 2 reminded me instantly
of the org. Doom2. Many levels characterizes themselves by their themes:
Gothic with marble or Technological with computers and such. These are
mostly very good, but the challenge in making them fails to appear. This
is where Paul separates himself from the crowd in his most recent series
"Selfish".
This is mostly due to the way
in which he chooses the textures. Paul uses all sorts of different
textures; from wood to redhot rocks to slimy grey walls. Now only great
skills in level designing can prevent this from becoming the absolute
screw-up: Paul Corfiatis.
However, it is not only the
texture usage you get to love, it is also the extreme cleanness of it
all. Everything works perfectly and binds it all together into one
smooth running piece of machinery. There is no "broken
cogwheel" anywhere slowing the machine down. It is so very, very
smooth! Hereby I mean trigger effects, "traps",
monsterplacement, objects, secrets and generally the way every wall,
door, elevator and pit is placed. No object is placed without a motive
or randomly. A big process of thinking is behind it all.