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Holy fucking shit, a rant!

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Jan 19th, 2017
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  1. MAP01:
  2. This map gives good first impression of a wad. Detail is moderate and doesn't get in the way, the ammo supply is fair, even the biggest baddies on this map (Mancubi) have barrels placed next to them so player doesn't have to shoot them with boomstick and (secret) chaingun and thus level's flow doesn't really break or something like that. Once player acquires SSG - barrels aren't that needed, so they're getting dropped as opposition is easily blown away with just super shotty. That's pretty interesting move, indeed. There's also a single place where player -can- get stuck, but gladly it's possible to get out of there without noclipping, yet it can be frustrating for regular player. (I fall in there in the demo, by the way)
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  4. Map02:
  5. IMO this map has nice -fast potential. The map has moderate level of detail that also doesn't get in the way. Map01 and map02 provide a lot of room for movement, so that's a plus. The very beginning may be rough, depending on hitscanner's RNG, but other than that map doesn't throw any hard fights to the player. There's early berserk and infights aren't hard to instigate, so ammo supply is good. Lone AV in the tower is harmless. Surprise AV's aren't very dangerous as there's always a way to retreat to where player came from and hit all the enemies from there. Yellow key trap is, uh, silly. I triggered the trap and ran out without any problem, all Revenants teleported in and then I shot them with rockets from a very safe distance. Quite anticlimatic.
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  7. Map03:
  8. I like the quite non-linear design of the map simply because I can run out of resources like an idiot because I didn't pick one 'branch" and push it until the end. Blue key trap can be ignored completely and all these agitating skeletons and PE's can't do anything about it. A fight by the end of the map is really the highlight of the map, all chaotic at the very beginning, but everything gets under control pretty quickly. Uh, detailing is ok and still doesn't get in the way and there's always enough space to move around. Ammo: good, health: fair.
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  10. Map04:
  11. I really like maps with such theme. Texture choice is good, visuals are great, detail still doesn't get in the way. Ammo supply isn't that great, thankfully there's early berserk which doesn't help vs monsters in places with huge height difference. I bet some ammo shortage is intentional so player doesn't just shoot things left and right but utilises provided berserk and tactical infighting more. The trap right after blue skullkey switch reminded me of "The Plutonia Experience" map for whatever reason, I dunno why. Anyway, Viles in final area are quite harmless and it's possible to punch out all the cacodemons in there one by one in a rather cheap way, shown in a fda.
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  13. Map05:
  14. I liked this map the most. It has mysterious vibe to it and some kind of explorative feel. Filled with secrets and sometimes stupidly telegraphed traps, this map is embodiment of "slow and steady wins the race" phrase, especially the yellow key trap. Overall it's great. Though that megasphere at pillar with skull switches is too damn easy to grab. Final encounter is stupidly easy.
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  16. Map06:
  17. Can't tell much, restricting player to Doom1E1 weapons is an interesting idea, yet it doesn't work quite well if there's a need to dispatch crowds of >20 medium tier monsters or maneuver in an enclosed and crowded area (I'm looking at you, final area). Holy niggers ammo balance is tight on this map.
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  19. Map07:
  20. Ah, an overrun factory! That's a really nice theme. I liked Bloody Steel mapset back when it was released, though Bigmemka tried to make more realistic rather than Doom-y. Anyway, detailed floor at yellow keycard trap makes player float-y and impairs movement. Also, there're 4 rockets that are too low to pick up. Red skull key area is a little bit weird to get through on first try because ammo is quite low and there's no way to guess what the hell author has in his mind regarding the Cyberdemon and how things will go after that. At first, I shot it to death only to find a little later a switch that activated crusher meant for the cybergoat, great. Regarding rerecording in final area: suddenly after two-day break all my dodging skills went down the drain.
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  22. Map08:
  23. Well, the beginning is quite shocking: a berserked fist and a pistol versus an Archvile and a company in a room where there is no place to cover. Few minutes later everything gets under control and it's a pretty fair map until... yellow key encounter. For me, well, there's too much things to control: imps, cacodemons, revenants, fireballs coming from everywhere both homing and not homing and there's also a floor that isn't safe in the slightest. There's a way to abuse geometry though, not like that will help much versus revenants that teleport quarter-way (I guess) in. That was simply the most frustrating part of the whole wad. Even map09 wasn't as much as frustrating as this.
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  25. Map09:
  26. This map is chaotic as hell and pretty uncomfortable for first attempt player. The beginning is confusing but as soon as player realises where to move right off the bat - it becomes way easier up until he teleports back to place with rockets\soulspheres\green armor because he apparently gets cornered by 3 viles and HKs\barons. This is where detail really impairs movement with all that stupid bumping off the walls. Tight spaces don't help fighting with viles when the best gun is RL and shells and bullets are scarce. But as soon as player gets PG\SSG it isn't hard to keep control of the map. Even initial chaos that occurs when player picks up BFG isn't that hard to control. As for final fight... tried and tested "run around @ make infights @ bfg viles @ finish survivors" tactic works well here.
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