After 1.5 years time has come for the 2nd, final installment of the Nmn corporation texture pack. Enjoy. Theme: Industrial/Tech with a bit of nature (various rocks mostly). Stats: Number of textures: 312 Number of pathces: 223 Number of flats: 89 Number of switches: 3
IT JUST WORKS!
Ok, with that stupid jojoke out of the way, we can start talking about this map:
It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh
Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.
The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.
I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.