ah yes floorceil. i love the exquisite and masterful show of all of this games beautiful floors and ceilings
this took me multiple hours to get through due to its complexity in level design and monster placement. i love the trap near the end where right as your going for the yellow key and all the walls open up to reveal a horde of bloodthirsty imps ready to claw your very hot face off.
over all 5 stars
crafted by a master of doom
complex level design
challenging new enemies
and a brand new weapon so beautiful that i cannot spoil in this review
you really need a high iq to understand the complex level design and master crafted puzzles
Having been recommended to me earlier, a while back i gave this WAD a serious try, whilst by now being quite sure it's not on paper something i'd be likely to enjoy. And so it wasn't, i simply quit in E1M4, but could've just as easily done so already on M1, as my impression didn't change at all as the game went on.
For me, the layouts are far too protracted and downright boring as a result, and the detailing is heavy-handedly generous, and i would even say, not pleasing to my eye. Long levels often are not a problem when the layout is well-designed, and when one by the end of it has gotten a good grasp of it, but here i never got that feeling, so for me the layout designs are a problem. No doubt this is partly due to them being expansions of the original maps, but it shows their efficacy and genius - and it shows that the whole idea of expanding such maps may be ill-adviced unless one can truly match that genius, and here that has not been the case.
i also did not enjoy the alteration of the original areas to 'modernized' or 'improved' versions. One main feature of this WAD are the gameplay additions, such as mines, forcefields, radiation areas, new monsters and numerous others, and these i saw as nothing more than gimmicks that didn't add any substance, simply detracting from the elegant simplicity of the game.
As far as gameplay itself goes, on first level there was a severe shortage of health considering the amount of hitscanners, and also some worry about having enough ammo. On further levels they weren't frivolously given either but that's to be expected (quite a bit of bullet-spongy beasts are present, so it's important to manage it all correctly). The new monsters didn't add anything to my liking, but i do see what was attempted with them - still, for me they are just a novelty (i sort of like the black crouching figure shooting fireballs, maybe it could be used somewhere and i'd like it...) Doom is an extremely balanced game, and it's not easy to add to its bestiary without tipping the scales, i'm aware of only a handful of times that it's been successful to my taste.
One interesting thing was the detailed intermission-stats, that even showed as graphs the player's success in past levels and collected/used ammo, health, etc.
i have in the past used the term gimmick-WAD and this is a good example of exactly what i mean with it. So for me, this had nothing to do with Doom, but i give two stars regardless, mainly for effort and trying something different. Even so, this is just my personal experience and preference, and i'm glad a lot of people are of a different opinion. (Played on LZDoom, HMP and continuous.)