Music played during the map: Computer Station
This is one of the maps I wasn't looking forward to as I simply don't like the way it plays. Your choice of music sets a creepy, fast-paced tone for the map, which suits it since there are rapid-firing Arachnotrons and Revenants with hunter-killer missiles, so you'll always be on the move. The more limited texture choices allowed on the PSX actually suits this map better. Some city maps have buildings with all kinds of textures, which is true to life but doesn't look cohesive in a game. You pull it off here; one of the benefits of a limited texture set.
Lost08: Industrial Zone
Music played during the map: Phobos Anomaly
This is the first map I played using Baronofstuff's settings to replicate the PSX feel. My word, what a difference. I noticed that the capped framerate struggled a bit, nothing serious, but this map might have been stretching the PSX's capability as there's a large outdoor area with lots of monsters. The music is one of my favourite tracks and it gives an eerie, solemn feel of an abandoned city that was once full of life and sound. I actually gibbed a handgunner with a chaingun in this map - that's the first time this has ever happened since I started playing Doom in 1994/95. Industrial Zone, again, is not one of my favourite maps, but at least it is brightly lit throughout. The Hell Knight room and exit to the Castle look really good.
** Lost66: The Castle [secret map from Industrial Zone]
Music played during the map: Computer Station
First off, while the PSX music is amazing, by this point anyone who's playing the maps through in order has heard the same tracks a number of times and many of the tracks have not been heard at all. With that said, this is actually a PSX TC exclusive map - thank God they didn't just re-texture Wolfenstein, a level which few PSX players will have wished for back in the day. This map looks fantastic - a visual orgasm, really showcasing how much better the PSX port could look. It does go into more detail than any original map I've seen, so there is no way to know if the limited PSX hardware could have coped with it, but it would be worth some slowdown. The map suffers from seizure-inducing light flashes throughout. These seemed quite popular with the original mappers, but it's not a feature I miss in modern maps. It also shows how far modern mappers have come when it comes to texturing a map; this wasn't exactly id Software's strong point. I wasn't in love with the pits with the barrels - bear in mind PSX players couldn't save their games, which used to really feth me off at the end of Barrels O'Fun. The coloured lighting is used well. What a fantastic-looking map. Unfortunately, this map exceeds the available monster allocation by quite some distance - it totals nearly 40 points or out of 26 available. You'd need to bin off the Mancubi and Barons, replacing them with Knights instead (Williams must have thanked their lucky stars for the Hell Knight). I gibbed TWO handgunners with a chaingun and one with a super shotgun. Why does this only happen in the PSX TC?
Music played during the map: Deimos Anomaly
This is the first appearance of one of Aubrey Hodges' most fearsome music tracks. I really do not like this map at all, there is little worse in Doom than a confusing map with lots of damaging lava, so I just watched it on Youtube when I had a spare minute. The map is a lot more frightening than the original and certainly looks the part. A pity that this map repels me, but it is probably popular with Doom veterans.
Lost10: The Chasm
Music played during the map: Containment Area
AAAAAHHH!! AAAAAHHHH!! It's the Chasm! Oh please God AAAAAAHHHH! Well it's The Chasm, the marmite map, which has always exemplified to me the reason why some maps were chosen, others got chucked. It certainly looks better than the original but unfortunately it still plays the same. Apologies for this biased review.
Lost11: The Spirit World
Music played during the map: Pandemonium
We come at last to the remaining dreaded Doom 2 maps: The Spirit World and The Living End. Why do I dread them? Well all I remember about Spirit World is an intensely difficult pistol-start and trying to find the red key. Fortunately, the makeover and my determination to finally beat this ghost from the past resulted in a massacre. The different monsters are definitely easier to get through, rendering three or four invulnerabilities and two megaspheres trite. As there are no Masterminds we get extra Arachnotrons instead, but they can't really hit you from where they are unless they stand well back. They get in each others' way too much for this to be a problem. The neutered, resource-intensive Revenant is sacrificed too, not that he makes much difference in a map. The music suits it, good to hear a different, muted choice.
Lost12: The Living End
Music played during the map: Deimos Lab
The first appearance of an under-rated music track, one that sounds like an empty, echoing city. I didn't like the original map - too much fething about figuring out where to go, with the requisite over-used Cyberdemon. Honestly, by the time players of the PC version got to the end of Doom 2, they must have been sick of the sight of them. Yet again, the PSX makeover and my new determination to finally vanquish this ghost contributed to the fun: I enjoyed this map considerably, even if the ammo situation was a bit screwed up at times. I played this map several weeks ago but I think it was too short on shotgun shells. I finally see what PC players have always seen: this is a tense, well-designed map which is good to play, given a definite edge by the atmosphere of the PSX TC, with no annoying Arch-Vile.