Just a couple of things for map 02:
-linedefs 22376, 22377 and 22874 need to be hidden. Otherwise you get this little triangle appearing on the automap.
-linedef 31406 triggers one arachnotron to spawn in. And I thought to myself "Is that it?" That narrow corridor, with no way out except back the way you came in. It just screams "trap" and when a single arachnotron spawned in, I was kinda disappointed. A handful of revenants, or maybe a couple of barons or something. I just felt like that place needed a good tough fight if you wanna get out of there alive. I was looking forward to a real good fight there. And all I got was one lousy arachnotron. :P Anyway, just a thought.
-The over/under bridges on the level were, frankly, not very good looking. Mostly they were just plain strips of brown. The only one that looked any good was the one at sector 2468. I mean on a level that has such epic, sprawling and beautifully 'organic' architecture, those plain brown strips just looked ugly to me. I know it is a bit harsh to pick out the one thing that looked bad on what is otherwise a map of uninterrupted architectural awesomeness, (say that 10 times fast!) but those bridges really stood out to me. Probably looks fine to everyone else tho.
-hitting the switch at linedef 16930 or 16954 causes monsters to instantly appear,(that floor-instant-lower trick) which looks kinda bad in this case imo. To fix this, I would move linedef 31489 as close as possible to the voodoo doll that runs over it, so that floor raises instantly before the wall in front of it has lowered too much. You could even make those walls lower from another linedef in front of the same voodoo doll, to make sure the floor is raised before the walls in front of it lower.
-linedefs 21739 and 16954 could use some aligning relative to each other. Same with 16939 and 16930.
-I have to admit, I am thoroughly stuck in regards to finding the yellow skull key. I mean I can see that key, I just can't figure out how to get into that section. :( All the other keys I have found, but that one has me pretty thoroughly stuck.  ok I finally had to go into an editor to sort this out. I would make sector 5184 into a row of like silver bars, rather than a solid panel, which would make it more obvious that at some point the player will have to go through there. (Or possibly put some yellow skull markers inset into the walls on either side. Anything to let the player know this is where they should go. I thought that sector was just some more decoration. Also the switch which triggers this sector, linedef 12999, is, well in an hour of searching the level, I didn't find it. And even if you do find it, you still have no idea what it actually does. Seemed a tough ask to me, but no one else seems to mind too much, so again, probably just me.
-I would make the fight against the 2 cyberdemons in the yellow skull key area have more space. Imo was too cramped to be any real fun, just getting caught in cyberdemon crossfire all over. Doable, but not so much fun.
-Didn't like how the exit switches just sort of vanish.
But aside from these nitpicks (and feel free to ignore them, of course), another level of amazing architecture and good, solid gameplay. Neat stuff. Sorry for the criticisms, it was 99.9% awesome anyway.
Last edited by KiiiYiiiKiiiA on Apr 8 2011 at 19:09