A map with well-designed sector-specific lighting. Skillful play of light and shadow highlights this map against the background of many others that are created in standard textures. More than visually, the map is captured by a difficult gameplay. Very often the player is locked in a tight space with the company of dangerous opponents. With the deficit of the place for maneuver, it is necessary to show wonders of stamina to survive. This is especially characteristic in the hall with a yellow key, where the barrage of the mancubuses fire does not put much chances for survival. On the whole, close corridors are very interesting to explore, but here one must be on the alert all the time.
Great map. I was save it in my collection:
- Visuals (4 / 5) - Detailing (3 / 5) - Gameplay (3 / 5) - Atmosphere (3 / 5) - Difficulty (4 / 5)
- In my collection (3 / 5) - For community (4 / 5)
Fun, quick unbiased mapset. It's not overly spectacular in some sections including the last map, but it carries over some consistency in Doom 2 techbases with a bit of an odd progression to it at times. Definitely recommend ZDoom-based ports as some textures were strangely missing in PrBoom+ when I tried it out, and the new music is really only available for the above mentioned. I should also warn it's possible to get stuck in the soulsphere room in MAP05 simply because there's a walkover line found only outside that opens and closes the door to that area which could trap the player.
The texturing and detailing looks incredible and the general map design is good, but unfortunately this is all hampered by how cramped it is. All the detailing makes you constantly get stuck or otherwise not move how you wanted to, which is very unfun and frustrating.