Posts Tagged ‘orienteering simulation’

The Flare Path: Maxims To Live By

By Tim Stone on March 8th, 2013.

Call of Duty XIV walkthrough, Mission 6, “Heer of the Dog”. This mission starts in a bottle-strewn pillbox near the Belorussia-Poland border. It’s the morning of 22nd June 1941. You’ve been woken by the wail of Stuka sirens and the crump of artillery. Waves of German infantry are approaching from the west. To have any chance of stopping them you must quickly turn the 190 components spread out on the tarpaulin next to your bunk into a fully functioning Maxim machine gun. If you’re playing on Veteran difficulty you’ve got approximately four minutes before the stick grenades start tumbling through your loophole. Begin by inserting gasket #185 into water jacket cover #179. Then slide pin #61a into… Read the rest of this entry »

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Catching Features: We 3 Kings Of Orienteer

By Tim Stone on December 13th, 2009.

227 responses to Alec’s ‘best in-game maps’ question, and not one mention of Catching Features? Come on RPS readership, pull your socks up. Greg Walker’s running-through-the-woods sim treats cartography the way a good FPS treats weaponry. In it, the humble map transcends its usual ludic role (decorative prop, exploratory fillip, optional realism thickener…) and becomes lynch-pin, raison d’être, Rosetta Stone. Read the rest of this entry »

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