dobu gabu maru
MAP10: Great map; really love the visual sense here. I don’t think it’s as hard as MAP07 but it feels smarter, many of its encounters more carefully crafted and fun (especially the finale and furnace room). This lift needs block monster lines. No real criticism besides that.
MAP11: A fine map, any criticisms I have towards it largely boil down to taste (like too many PEs at the blue key trap), although I do think the AV at the end is overkill, seeing as you have to hope he starts infighting or there’s no way in hell you’ll avoid an attack.
MAP12: Played the most recent version. It’s an alright map for the most part, still quite cramped in places. The biggest offender is the quadruple revs near the blue key—two are plenty there, trying your luck to survive all four is pretty damn hard and I couldn’t do it without saving midfight. Either there needs to be more space or probably revs switched out for something like a pinkie and possibly HK.
MAP13: This one definitely feels like a beginner map, although it has plenty of meat to it. There’s a bit of an unintuitive progression, like hitting switches and not knowing what they do (along with the SUPPORT texture being used randomly as an SR). The ending is pretty busted though, as theres no way I found to get to the switch that opens the red key cage and the red door isn’t marked as a DR red key door (so you can open it any time). The armor on the rooftop is not needed, and theres a door past the red key door that has block monster lines for no reason. Further the BFG secret is too easy and the massive ammo dump at the end is really unnecessary. Also some of those switches don’t need to be SR since that just confuses the player.
MAP14: A pretty good map, has a contender to be my favorite of E2 but there’s a few hiccups here and there. I never found the rocket launcher and by the end killing mancs by SSG was starting to grate on me, especially since I had 49 rockets just waiting to be used. Being behind a secret is fine but not giving it to you later on is definitely not appreciated. The blinking manc hallway at the end is a bit of a slog to grind through, although these may be alleviated with an RL. The last AV that appears to res the mancs in that hallway needs to be cut as he does nothing but serve to waste your ammo, seeing as he can just spin around and res a bunch of mancs that are of extremely little threat. I also think there should be an SSG in the western section in case anyone goes there first, and the baron in front of the chainsaw should probably be an HK. Great theme to this map, an instance of using the CEMENT texture that I really like.
MAP15: Played the most recent version. Fabulous map; I don’t remember it being this tough! A lot of neat encounters here, I have no issue gameplay wise. I think it’d be nice to put in a teleporter to the starting room in the exit area in case people miss some secrets. The SSG secret near the central room doesn’t seem to let you back out if you get trapped inside. And lastly, I’m unsure how to get to the secret exit actually :P
MAP31: Haha spoke too soon about being done. Need to fix the floor not moving in the central crusher chamber, the lift to the rosetta symbol goes up forever, and the shotgun shells in the final room ride the elevator. I fixed them but they don’t work on PrBoom on my mac so I’m unsure what to do. I'll probably just provide one more update and let that be that.
MAP32: Nothing out of sorts here—the pain chance against chainsawing the revs can be pretty brutal but there’s not much you can do about that. Maybe the HK should be pulled back to the sides of the door since, when he spots you, you get pushed back and can’t really risk chainsawing him in a narrow corridor.
MAP16: Neat map, full of monster closets but containing plenty of fun battles. I’m a bit down on the two AVs in the end due to how cramped the room is, but it doesn’t need to be changed. That’s about it.
MAP17: The door across the first one doesn’t open in PrBoom.
MAP18: Played the most recent version. Fun stuff. Classic cb style of letting you approach a battle from multiple angles with plenty of room to move around. The only thing I think needs to be changed is maybe 200 less cell for the AV super finale, as I was able to exit with 440 which, with the BFG, is a little overkill. Also, I think this is the best map to introduce the BFG in.
MAP19: Crashes PrBoom. I think there’s an issue with a flat.
MAP20: Unsure if the SSG should be before the main door or not. It kinda pushes the player to get inside, but can feel grueling to SG so many meaty enemies early on (like all the enemies in the western wing). I also think maybe there should be more health behind the red door section as I was starving for it and found myself getting killed by the measliest of projectiles. Otherwise it plays and looks fine, if not a little dense at times.
Last edited by dobu gabu maru on 12-10-13 at 20:56