![]() It's got kind of a "Refueling Base" vibe and has a lot of mid-tier monsters scattered around, particularly revenants. This doesn't seem any more tricky or trappy than your average user map, though it's definitely more full of teleport ambushes than the stock levels as I recall them. ![]() The connecting tissue is just utterly lacking. My favorites are the arch-vile green marble area, the sparsely populated platforming section, and the mancubus / arachnotron / Spiderdemon finale which is fun to turn on mean ol' momma. There are some interesting ideas scattered around. It's just way too long (especially with that action-packed music track), whether you're clearing out revenant turrets in the main area to the north or mowing down packs of Doom II trash in the blue tech area. Scifista has fun with triangles, the simplest geometrical shape. The big maze which earns this map its name has a nice twist with the cacos flying over the walls, though the execution isn't as great when you're sitting behind a rocket launcher which tends to clip the hedges. ![]() The only thing I'm not really fond of is the last crusher platform in the eastern room since it tended to either block my jumps or crush me right at the end. Some of the trap rooms area really cool I really like the banded platform room in the southeast corner where the zombies and cacos can actually wipe you out if you're not careful. The dead drop near the end puts you in the most dangerous scenario of the level, supposing you didn't find the secret plasma rifle.Ĭohen's take is undeniably lo-fi with its main two areas crammed into giant squares but I love the macrotecture and the labyrinthine clusterfucks. The first time you see it, you get to pump a bunch of rockets into some Hell nobles. an_mutt's MAP05 features lots of close-quarters combat with the most open area being a secret and the second most open area the home of a cacodemon / spectre pile-on that should take you a bit of time to clear out. The demon trap in the base is decent, but the action is pretty tepid overall. Unless you get chipped down by commandos, there isn't a whole lot to worry about unless you get turned around somewhere in the network of red rock cracks and let your rad suit run out. Something like an adventure map that starts out with a casual canyon crawl before hitting the relatively underwhelming techbase, inside which is some kind of invasion point for Hell. ![]() Again, it's mostly clearing hallways of Doom II trash, but the finale is enough of a shake-up with monster closets trapping you in close-quarters, which makes the enemies somewhat threatening. There are a couple of cool architectural areas like the crossroads that dominate the level's eastern side and the view from below to the exit ledge immediately prior to the crushing ceiling obstacle course that I assume is this level's namesake. While the tech wallpaper weirds me out, the execution is very sharp. I like the layout, particularly the southern section loop. The action starts at shotgun frenzy and then doubles the fun when you pick up the SSG, at which point all pretense of threat evaporates and you're just blastin' away imps, shotgun guys, and demons. _bruce_ does uncomfortable things with that dingy tech panel texture, creating a level that looks like an organic, technological cave. not that they have a chance of succeeding. The foyer isn't as neat since you are mowing down bullet fodder in hallways but there are some cool traps like the instant-reverse staircase and the finale, where the zombies actually get a chance to do some damage. The opening area is very cool I like the entryway centerpiece and the imps on ledges plus surprise chaingunners at the end are a nice combination as the demons and zombies distract on the floor. Cohen starts us off with a chaingun-fed imp and zombie slaughter of The Innocent Crew proportions.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |