amongst Monti's weirdly made levels we have Reticula: Episode 1, for something that I assume is still somehow in development. the design decisions in this one can be traditional Monti, but I'll be damned if I say the gameplay is anything similar. Monti's going for "full of tricks and ambushes" and what you see is certainly what you get. what that means in this case is you must expect an ambush just about anywhere, a monster teleporting in front of you, several walls opening up around you, columns opening up featuring lots of enemies inside, the annoying moments when enemies teleport both in front and behind you. it's gonna be something you're gonna see in each map.
for the level themes, MAP02 easily wins most unique, even if it may not seem as fun. DOORTRAK is the theme texture, and it is quite a weird one. MAP06 is inspired by weird civilizations and MAP08 is the kind of map I associate most with Monti, nukage halls and radsuits galore. every other map isn't as memorable aside from their traps but follows traditional Monti conventions, such as Doom Alpha-inspired locales and all. it's an average episode, the traps will certainly make some annoyed.
Now, that's more like it. A very beautiful, balanced and challenging megawad overall, enjoyed almost all maps at UV. This is how a set of maps should be done, easy levels at first and increasing the difficult on next maps. The best maps for me were = 06, 10, 11, 12, 15, 18, 32 and 24. I only didn't like the map 19. Certainly worth a shot!
Trash. Just avoid it. Author doesn't know how balance properly the levels, I was playing in HMP and after the 3th chaingunner ambush on MAP 01 I quit. Unfair gameplay, you shouldn't waste your time with this one.
Double Impact is a replacement for Knee Deep In The Dead that is as fun as it is challenging. The challenge comes from the hordes of demons you will face and unlike some other Doom 1 wads, Double Impact avoids creating difficulty by spamming Barons and Cacodemons. What is holding this set of levels back from being perfect are several minor issues that add up. The levels are not that great looking due to the reliance of stock textures. Combat is hampered by an overabundance of Door combat; that is standing inside a door way and blasting away anything before it can touch you. Finally the most glaring issue is how lackluster that last map is. Simply press the switches while avoiding Cyberdemon rockets and ride the elevator to the exit switch. Overall Double Impact is quite a good set of levels, unfortunately it is held back by a several small problems.