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Hypertek

   (11 reviews)
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A tech-themed map for Doom 2.


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Trupiak

  

Needs more effin ammo but ok level design

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Marlamir

  

Nice details and visuals. Maybe bitt claustrophobic but that's not weakness at all and i kinda like it. Gameplay is what ruining the map. For six months of work the gameplay feel very unbalanced and bad. Lot of stronger enemies appear on a place where you can't move properly.

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StormCatcher.77

  

The visuals of the map is rich in details, but they look somewhat erratic and do not form a solid style. Although, some of the author's decisions looks new for me. If you be careful enough, then this map may well bring positive impressions of the gameplay. Lock a player in a narrow space with strong opponents is controversial idea, but an experienced player can get good trial from fights by finding a winning strategy. In general, the map does not leave the desire to go through it again. I recommend this map for seekers of hard and challengind gameplay.

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Zalewa

  
Extremely detailed map that doesn't offer much. Visuals are cluttered, and layout is rectangular and consists of rooms connected with corridors. There are some multiplayer issues that could've been avoided. Fights consist of monster invasions in tiny rooms. Grabbing a chaingun gives you hilariously harsh punishment. Author definitely has technical knowledge, but needs to improve on other aspects.

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Guest

  
Not bad at all.Just a lot of switches and that.

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geo

  
Hypertek was meh at the start, but by the end of 30 minutes of a tight maze, I left my sanity long behind. There's little room to strafe. Its a labyrinth of switches and doors. Doors that open with switches, doors that don't... Big enemies in little spaces. Enemy traps that teleport in from in front to distract you and behind to sandwich you. Visuals are a mish mash of tech vomit that puts in a lot of detail for little effect.

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Guest

  
It's not bad design-wise but the gameplay really lets it down. Lots of increasingly strong monsters appear in a small space with little movement. Doesn't really work.

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Guest

  
Very mixed bag. Author shows technical skills, and he knows how to decorate too. ATOH the map layout is too rectangular and repetitive, and the ambiance lacks originality. Gameplay suffers from the boring switchhunt. Much worse is that, due to the awfully repeatably thus predictable monster placement / popups, gameplay @ UV is maybe hard but not attractive. Not at all... IOW: playing it sadly did not give fun. Overall: 2* as encouragement, and author might seriously consider using beta testers.

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Guest

  
Looks competent but suffers from far too much "hit a switch, then another switch, then other switch which locks you in a small room with 20 monsters" gameplay.

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  • File Reviews

    • By erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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