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I understand. In my experience working in Doom 1 the way id did, I felt as though some of the people weren't getting into the same mindset as Romero and Petersen, spending too much time trying to disguise their mapping as something more primitive, instead of abandoning their knowledge of levels created by the community and pretending that Doom is their game and how they want to show it off to people who only knew about Wolfenstein 3D.
I noticed an important aspect which unfortunately was not to study in d2twid IMHO. First of all, the maps of doom2 was built for the greater part with of sketches, defining every salle/every corridor with a truth identity (for example, here, there is a computer room, there a hangar, here a evelator room). It allows to imagine of those to what corresponds these rooms.
I am not sure that you understand me, but here, I have the impression that every map takes diverse elements of Doom2's maps, and mixture, without given a real logical, there is no room which possesses a clean identity.
What gives an impression to travel flat labyrinth too much complicated, with no personality, because quite rooms is alike. Maps thus loses their strength of character, while every map of Doom2 possesses a real identity!
I can't say for sure if that was or was not what was happening here, especially since I haven't played all the levels yet. But I happen to recognize a lot of genuine attempts to simulate real places, landforms, buildings, and combining them with fun Doom-specific traps and obstacles in the Doom 2 IWAD. Naturally they look pretty ugly and indiscernable in this time period, but at the time and when viewed from the automap, you can see the type of setting they were trying to create.
I'm not sure I see the same thing happening in D2TWID, I think some of it has to do with many of the maps having really vague titles, such as The Compound, Reservoirs, The Garrison, The Precinct, The Sanctuary, Borderlands, Passage to Exile, The Crucible, Crushed Spirits, etc. All pretty melancholic, which seems appropriate for Doom 2, but I don't approach these maps with any expectations other than brown jagged sectors.
I'm not sure if this is a very fair thing to criticize this wad for, but when I was young, playing Doom 2 for the first time on the Doom95 launcher, you get to pick the level you want to start on from Doom95's frontend. Naturally I was attracted to levels like Industrial Zone, Downtown, and Gotcha!. It's tough to say which of the maps in D2TWID I'd even consider playing if it were what I had at that age. Cul-de-sac sounds pretty cool and I'm still pretty excited to get to that map. So does Leap of Faith, even though it reminds me of Tony Hawk Pro Skater. The rest of them don't sound very attractive though.
I haven't found most of these maps to have a very specific identity yet, but I think I need to play the levels a few more times before I can make that call.
Last edited by 40oz on May 24 2013 at 04:28