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Cave Complex

   (5 reviews)
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Large gothic/hell theme cave style map with multiple paths and branching areas.

Screenshots - https://i.imgur.com/fZClmnA.jpg


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NuMetalManiak

  

it's an alright level, cramped as most cave levels can be, combat is alright and layout actually is nonlinear for the most part. a few traps, like the three-door room, and the god-awful crusher area (please never do this newbie mappers), everything else is pretty much alright in my book. i don't care about the map format.

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StoneMason

  

Not awful, but nothing too exciting either. Simply average.

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an_mutt

  

As much as I enjoyed playing this map, the requirement of playing the wad in an advanced port which supports UDMF is pretty baffling to me, as it could very easily be simplified down to Vanilla or Boom while losing basically nothing. The only things I could recognise were a few out of place stealth imps (which aren't inherently bad, but are poorly utilised here), along with some scripting at the end of the map for one particular fight. Otherwise, this map could easily be part of any given old-school vanilla mapset and I wouldn't bat an eyelid.

 

One aspect of this 'old-school' feel is the texturing, and the fact that Yummy Pie goes for the almost Wolfenstein 3D-esque approach of having most areas have their own wallpaper of a single texture throughout, and a few supporting texture variants for detail. This works for most parts of the map, with the exception of the opening area - its use of brick being too repetitive and garish, and making me wish that some different textures were also incorporated to support said bricks visually. The 'old-school' feel is also enforced by the fairly ordinary architecture within the map - the most dynamic changing of architecture you're going to see here is some doors being opened and a few blocks being raised out of lava. While this isn't a problem, it does continue to raise the question of why the mapper would choose UDMF as their map format of choice if they aren't going to experiment with what UDMF is capable of. Because of this, the map feels very safe, artistically - too by-the-numbers.

 

Some final points about this map, and keeping on the topic of it feeling too safe: the monster placement and general gameplay progression also falls into this same feel. The map is quite nicely paced, with gameplay difficulty ramping up at points where it feels like it should, and the map ending at a satisfying point. (it doesn't end too abruptly, or go on for too long once you feel you've experienced everything it has to offer) This is definitely the strongest part of the map's design. Unfortunately, the final areas is too by-the-numbers and generic as a final boss fight that things go from "natural" to "predictable" once you reach the final areas. As for the map's 'multiple paths and branching areas', it was not something I particularly picked up on until reading the wad's description after the fact. While there were multiple areas that had some additional areas, they usually amounted to single off-shoot rooms or pathways that gave me either a few monsters to fight, or some goodies to pick up. Again, unfortunately, it feels very safe. It would be interesting to see the mapper move into some more experimental non-linear design, if they're interested in including it in their maps going forward.

 

Lastly, I felt that the final baron "fight" was laughably bad, and I simply sunk 40 cells into it before leaving. For some reason it's not a scripted fight, and I can just lower the bars to avoid it and walk into the exit. Once again, this raises questions on the use of UDMF, as the fight before this does use scripting for what is essentially a very similar fight, fundamentally speaking (kill a thing, then be allowed to leave). The baron encounter is a strong sign that a similar approach could have been made in the previous fight too. Again: baffling.

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wolfie3dfan

  

Very nice map. I would play more from this author.

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Zalewa

·

  

Some good stuff here. The level consists of an elaborate cave system with geometry that can be described as an entangled web of beads. There's also a swastika look-alike in north-eastern corner of the map.

 

The layout doesn't belong to the non-confusing ones, but it's nevertheless manageable. When reaching some points, you will be provided a convenient way of arriving at the next point-of-interest, Skyrim style. Action is constant, with some moderate switch hunting. Nothing too bad. Difficulty is also moderate.

 

Visuals are brown and gray then some more brown and gray plus some extra colors other than brown and gray here and there, with sufficient amount of detail to not suffocate you with all that brown and gray.

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  • File Reviews

    • By DRMman · Posted
      Now this wad is sorta conflicting, for one if you suffer from any of the following problems: lack of ammo,regenerating health,the maps,multiple deaths. You can't play doom for shit but the i also have issues with this wad.   1. The doom 3 type design disgusts me, mainly because i don't like doom 3 that much   2. I hate the painkiller esque moments   3. It's unfinished and dead   That's all.   RATING:3/10
    • By Argent Agent · Posted
      Pretty awful: uninspired, square layouts; boring, repetitive hordes; bad map design which leads to accidental telefragging by monsters; questionable sound design. Half of the time in a map is spent trying to figure out where to go in the map because the automap does not work and there is little sensible layout of the maps (plus some access points are hidden and difficult to discern). Earns 1 star just because of decent graphics, but that's about all that's decent in this wad.
    • By DRMman · Posted
      I actually like this, the custom pistol replacement is pretty good the new enemies add a nice campy feel to it which i very much enjoy, the map design gives a nice feeling to my eyes and in general was good.   RATING:4/10
    • By elend · Posted
      Awesome small map set focusing on tiny corridors and exploring huge interconnected maps. I really, really enjoyed traversing the different maps and although they are very, very crammed and chock full of nooks and crannies, I rarely got really lost. Sure, once I got a key, I had to find that specific red / blue / yellow door again, but as with any exploration focused games, it is best to remember where important locations are in a map.   What really amazed me was the look of the maps. This is the perfect amount of vanilla detail, imho. Every room looks detailed without being too crammy or confusing. All maps have a very concise look and clear sight lines, which makes navigation really easy and overally just fun. Monster placement also makes good use of all the crammed corridors, the windows, the corners, etc. by placing monsters in a way, that they more often than not surprise you from behind a corner. It's best to slowly and methodically proceed through those bases and take your time. This is not run and gun Doom.   Absolutely gorgeous in all aspects, amazing works.
    • By P41R47 · Posted
      I struggle to replay this one for a long time. I didn't remember much of this so its was like a first time. Strain is a different beast to anything from the same time. It uses dehacked to great extents adding new enemies and changing the behaviour of some of the weapons.
      Well, first episode is pretty solid, with neat maps and really awesome ideas as the authors of the wad start to unfold their dehacked trickery all around. Second episode its not that good, with some cryptic maps with not so clear progression, but well overall.
      Third episode has some maps like the second, but they are a little more fleshed out and with a lot better visuals also. The end map was somewhat anticlimatic, but anyway, a really great experience through and through.

      Now what i don't liked much is that most ports have to use the Strain Fix to properly been able to play this mapset, and the authors of that fix, don't know why, changed the sky textures of the different episodes.
      Its nothing really bad, but well, it strange that they didn't respected the authors original choice.

      Dystopya 3 maps really stands out from the mapset, or maybe i remember them more as i have fresh memories from a recent replay.   The mood of the megawad is greatly achieved through the use of neat textures and map tricks. I really miss that there are no fake 3D bridges anywhere in the megawad, and i really love them when they are given good use.   The story of is somewhat mixed bag: theres a new invasion, you are the only marine that survived to the Invasion of earth, and they government made some experiments with you. Now you are a bloodthirsty machine that only wants the destruction of the invaders.
      The text screens during game are strange, with a snarky humor and poking fun of some common tropes. Not bad, but i would prefer something more serious as the megawad has really cool details everywhere, like revisiting zones and fully developed reactor areas, etc. making the storytelling side of the maps really awesome to follow. But again, some maps has poor progression hindering the experience a little.   Anyway, this is something that needs to be played and replayed, just to see those dehacked tricks and for theose awesome good maps. I had better memories of this than what i actually play, so i was expecting something more and better, but thats my problem, the megawad is amazing as it is.
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