Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ****************************************************************************************************
- * *
- * All >opinions in this paste are bad and should not be acknowledged by anyone *
- * *
- ****************************************************************************************************
- 1 - Standard starting map, not too pretty, pretty easy, useless hazard suit and wide open window
- before the red door makes it easy to just avoid a ambush
- 2 - Great looking map, a lot more difficult with the chaingunners, interesting use of water canals
- for length.
- 3 - Great arena-like map, a bit annoyed that i seemed to make one of the pinkies inaccessible when
- it got caught behind a revenant.
- 4 - Cute non-euclidian geometry, teleports aren't super smooth but they rarely are. One pretty
- challenging pinky encounter.
- 5 - Nice "there and back again" type of map, though a bit confusing since my initial thought was
- that the button represented an elevator, but working with limited space it's fine
- 6 - Smart use of wide corridors to give a tight feeling while still allowing free range of movement
- 7 - Dead simple with a prison twist, I love it I love it I love it
- 8 - I don't know how I knew how to get out of that trap, I guess you could say it was a ... shot in
- the dark?!?! eh eh? A bit easy though, definitely more adjusted for pistol start (as all the
- maps in this project are, but my playthrough my rules, eat a dick), could perhaps use either
- two barons at the end or replace it with a revenant or two. also the invisible revenant after
- the first trap was a bit cheap.
- 9 - TNT Hanger inspiration, starts with a hallway that eventually branches out to a short dome and
- a room filled with pillars. There appears to be a misaligned door texture in the rooms before
- the red key, but it seems so obvious that I can't help but imagine it was a bizarre artistic
- decision. The trek back to the blue door after getting the key is a bit empty if the room has
- already been cleared, but a somewhat challenging map regardless. A few health pickups at the
- end of the level wouldn't be the end of the world. (again not relevant for pistol starts sure)
- 10 - Very nice progression on the encounters, the most challenging being the baron and hell knight
- at the top of the elevator near the end with a surprise from a chaingunner in a windowed room
- nearby. The archvile at the end doesn't pose much of a threat though since he's pretty much
- cornered in behind the two pinkies, though if you wasted the bfg shot on the previous
- encounter it is a bit more difficult with a lack of cover. Had to cheat to find the chainsaw
- secret, I'll admit.
- 11 - Very beautiful moment of planning at the beginning when the enemies I backtrack to take cover
- from teleport to exactly where I was going. The dark computer stations make fighting a bit
- more annoying than fun, difficult to see where any enemies are or what direction I'm moving.
- And then PLATFORMING IN THE DARK?! ARE YOU FUCKING KIDDING ME? HOPE YOU ALREADY KNEW WHICH WAY
- TO GO OR ELSE YOU'RE FUCKED AND CAN'T GET THE NIGHTVISION!
- 12 - Four very distinct sections, a wide open castle entrance, a dark metallic tunnel, a volcanic
- site and a mine. All very gorgeous and very fun to playthrough. Some tricky movement to get
- the yellow key since the teleporter is so close to the thin path you have to walk. I also
- really love the progression, seeing the bridge being built with each button push. This map
- also seems balanced for playing through the whole wad, since pistol start makes it much more
- challenging, especially in the opening section.
- 13 - Was very pleasantly surprised when I reached the outdoor section and saw that I was on a moving
- boat. Very fun to play too, not just visually interesting.
- 14 - Starts off with a very sloppy large encounter fought mostly through a window in the cabin(? It
- doesn't feel like a boat, so I guess the water is just the continuing theme). However the rest
- of the level progresses decently. Except the last platform, which is confusing to get on top of
- 15 - Fantastic arena with a winding staircase and optional rooms full of encounters that are very
- well thought out. Not sure where the last secret was though, I thought it would just be before
- passing into the secret exit but I guess not.
- 16 - The fast moving river and the lights are a very nice touch, a bit tough at the beginning with
- the revenants, but after getting the first key the encounters mellow out a bit.
- 17 - As stupid and obvious as this may sound, this feels like a map straight out of Gothic or
- Darkening. And sense Darkening Episode 2 is probably my favorite wad, that's a huge compliment.
- A very nice symmetrical DM-like map that's just as fun to play as it is pretty. The secret made
- me pull my hair out though.
- 18 - The opening section creates a great feeling of claustrophobia as you have to fight around tight
- corners to make up for the lack of movement. Later on, the rooms open up a bit but it still
- requires very stiff and controlled movements. Visually not the best, the map goes from wood to
- hell to tech base with it's wall textures and it doesn't blend together too well.
- 19 - I really wish that I liked this map. I like maps that are LIKE this map. Getting to choose the
- order that you pick up the keycards and each path being a unique challenge is a great idea. It
- also does some great things with the given amount of space. But it doesn't feel finished. The
- blue key path requires a lot of grinding to kill off the caged enemies all around, the "trap"
- of the shotgunners in the hall does not work because they pretty much instantly kill each other
- all off, and half of the maps enemy population is instantly gone. Instantly teleporting from
- yellow to the start feels less satisfying than the other paths because at least then there were
- new enemies to backtrack through. Lava for the yellow line is an...interesting choice, a few
- misaligned wall textures to be nitpicky
- 20 - This one is a lot better. Though it doesn't have the same freedom and requires the keys picked
- up in a specific order, each one is a unique trial. It also has a fun arena towards the end,
- though I'm not sure about the pillars that blink in and out of existence but remain impassable.
- 21 - Big messy city that scales in size vertically quite well. Did a good job making me feel dumb
- blowing up rockets in my face with the door to the spider mastermind rising at bad times, only
- to find an invulnerability sphere right by the door after I had killed it. Running around and
- finding the secrets was also a fun little adventure.
- 22 - Fair balanced fights, except for one onslaught of fast teleporting monsters at the very end. On
- lighting, alone, this map does very marvelously, the inner buildings are cast in shadows that
- look very nice. Couldn't find the second secret though, even checked the map in builder and
- just didn't see it shrug.
- 23 - Best looking map in the wad BY. FAR. Just like map 17, this map does a great job of feeling
- like the mapset the textures are ripped straight from and it is glorious. Very difficult,
- almost slaughter lite, but a fucking blast to play through. The map maker is also very
- handsome and cool.
- 24 - Bad. The way to lower the lift to get the red key is so unintuitive. Not much else in the map
- to redeem it.
- 25 - Probably the second best map in the set. A great looking tech base with tight corridors and
- pits full of death shit. The teleporting chaingunners after the yellow key were a real pain in
- the ass, take that for good or bad.
- 26 - Another "trials of the three keys" except that the last key doesn't really have much, just a
- baron and a single arch vile, plus one cyber demon who could be avoided. Clever use of light
- for the library puzzle.
- 27 - Just like Lunchlunch's other map, this is a beautiful symmetrical castle map. But this time
- there's a shit ton of archviles. This map keeps a very heavy pace throughout, and doesn't have
- a lot of medkits to make you feel safe. I don't think I'd try this one with pistol start, cause
- I know I'd throw my monitor through a window.
- 28 - Beautiful shifts between a tech base to a volcanic cavern and ending in a dark hellish hallway
- with arch viles. Pretty challenging and another nice arena battle towards the end before a
- really smooth teleport into the final area. Textures for the switches on the arch vile pillar
- are misaligned which is unfortunate for such a nice looking map.
- 29 - The first map listed as "Very Hard" and it wastes no time making you feel like a bitch.
- Starting you out in a 512x512 grid with no cover from teleporting revenants at each corner and
- the only way to escape is to release arch viles into the same uncovered space above the rest of
- the map. From there I spent an embarrassing amount of time not figuring out the flag switch and
- had to find a video of someone playing the game for my dumbass to get it. But then it was right
- back to the rippin (and or tearin). The map loves trapping you in this cramped space and having
- you get hit from all sides at once, it's difficult, savescumming is almost required. Makes the
- most, or least you might say, of the map size constraint.
- 30 - A short but sweet battle through a hell void leading up to a penis shaped Icon of Sin. The way
- to beat the icon of sin is pretty interesting as well, having the player run back and forth
- between a switch and an opening and shutting window that triggers some sort of damage to the
- Romero head.
- 31 - Not at all minimal, very cluttered with a gimmick design to spell out 2048. A shit ton of arch
- viles teleport in and then you teleport inbetween a clusterfuck of enemies. Not even well
- thought out enough to be super challenging since you just grab the invuln and you can just walk
- to the end. Though that's all for the secret exit, the normal exit being a bit too boring.
- 32 - It's a fucking party! Very fun level circle strafing around a dance floor and finding the
- keycards. The pool trap felt a bit cheap though unless there was a hazard suit I just didn't
- notice.
- ****************************************************************************************************
- * *
- * Extra maps *
- * *
- ****************************************************************************************************
- Extra 1 - A short, challenging map with tight paths that the player has to wind back and forth down
- followed by a short arena fight that would be difficult for all kills, but if you just
- charge to the exit it's over a bit too soon. With the paths looking so seemingly open, you
- would think you could dodge projectiles and all that, but it invisible walls you inside
- the tight path. Great looking architecture along the paths, stone buildings hiding enemies
- in the windows, a gorgeous black church towering in the back against the beautify orange
- skybox. But, apparently, this map is actually bigger than 2048x2048 so 0/10.
- Extra 2 - Another map that was too big for the constraint, but of course that doesn't make it bad.
- The first half is a mausoleum filled with monsters and it looks great, the coffins in the
- walls of the cathedral are a really cool detail. The second half is just a hellish hallway
- without much to say about it. I will do a short humble brag and say that despite what the
- text file says, I didn't think this map was hard. The only part that I felt was
- challenging was getting up the spiral stairs without getting pushed off by the cyberdemon.
- (Note: I AM doing pistol start on the extra maps since they are disconnected)
- Extra 3 - pshh, 89 enemies?! that can't be so tough! Quickly it turns into a map filled with flying
- enemies that block your path for a cyberdemon and revenants to fire endless barrages after
- you. You can not just speed your way through this one, it requires you to kill almost
- every flying thing on the map while still dodging cyberdemon missiles. A bit of a sloppy
- slaughter map, but functional.
- Extra 4 - This map is dull honestly. Nothing too exciting until the end, and even then you just run
- out of the room and run back in after hitting the switches. I also can't help but notice
- the textures all seem to be vanilla doom. The text file mentions it feels unfinished and I
- agree. Even running out of the room and turning back you can see the seems of the universe
- completely falling apart as there is no bottom texture to the raised floor. Also the metal
- bars in the second to last room are passable, definitely an oversight.
- Extra 5 - Seemed okay, until at the top of the stairs were two barons standing in a hole in front of
- the door. What is the intention with this? I'm trying to make sense of this but this is
- just such bad design that it's confusing. From that point onward, surviving becomes a
- mess, barraged on all sides by revenants in narrow as hell corridors. Navigating the rest
- of the map this way, along with the, admittedly unique, elevator make this map really hurt
- to play through.
- Extra 6 - This map actually has a few interesting ideas, the carousel arch vile and the river at the
- end are both really cool. But, overall it just feels like the first draft of something
- else that would use those ideas. Also the carousel arch vile is cool and all but the
- pillar makes him completely useless.
- ****************************************************************************************************
- * *
- * Guns mod *
- * *
- ****************************************************************************************************
- The sprite changes all pretty much look great, the super shotgun looks and feels so satisfying. The
- rocket sprites make it feel like they do less splash even though they're apparently the same
- according to the included text file, so it's likely just the sudden onset of schizophrenia with 0
- warning signs that you get in your 20s. The BFG sprite is big bulky and stupid, so great job guys.
- Not much else to say, but the cube spawners during the Icon of Sin fight look freaking awesome.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement