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Black Room

   (6 reviews)
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This is a Boom compatible (cl9) level for Doom 2. The setting for this map consist in some UAC bases placed in a mountain area. This map is designed to be challenging on UV.


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NuMetalManiak

  

weird how this one uses the Grove midi. anyways, yes, this is challenging, but very setpiece oriented with a predominantly black color throughout. almost every fight involves usage of midtier enemies, and cybies can be used to infight when necessary. it's like a ribbiks map except without too much awesome detail, and that's okay. the wad played pretty nice with a decent curve.

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Scotty

  

A challenging but well thought out and balanced map. Skill is rewarded and mistakes punished.

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Roofi

  

Sorry , I'm too lazy to translate my long review in french without using a translator , so I will summarize in one sentence :

It's a really chalenging map with a moody but magical atmosphere , I really loved it.

 

You can check my detailed review here , I hope google translator will work well :

 

http://doomfrance.forumactif.com/t4691-review-maps-de-paul977#141921

 

Here is my demo in Ultra-violence , I didn't have enough ammo to kill the very last vile. :(

 

DEMO

 

 

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SleepyVelvet

  

3.5 / 5

 

genre: modern, tight setpiece fights strung together; mostly linear except a choice between two starter fights at the beginning.

 

visuals: iirc. mostly doom 2 textures, with a few extras mixed in.  it looked solid.

 

personal playtime: ~40 mins.

 

FDA: noisy_Blackroom_fda.zip

I started on UV and got thrashed.  It felt technically balanced up to what I played but too tight for me to play blind.

I downshifted to HMP after five deaths:

Quote

Difficulty Settings : Yes (HMP reccomended)

Well that's a big difference.  Beat it one go, with some foreknowledge of the first few fights.  I peeked at HNTR afterwards, and it didn't seem too different from HMP, for me personally.

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Nine Inch Heels

  

I'm gonna start with what I didn't like:

-The MIDI is not for me.

 

Now the good stuff:

-Slightly non-linear progression

-Tricky and interesting gameplay aimed at doomers of higher skill levels.

-Slick visuals combined with very gameplay-effective layouts

-Nice variety of setpieces that will challenge your timing, movement, and spatial awareness.

 

You got to have more than just one trick up your sleeve to beat this map in one fell swoop. If you have trouble beating the original doom2: Stay away from this map, it's not for you (yet).

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BaraKornel

  

Level design is pretty good.

Nice layouts and details all over the map

Honestly looks like a 4 star map, but it's like a 2.5/5 because I don't think that this is challenging, this is just annoying. When I wasn't even halfway through the map, I only had  two shotguns and a chaingun. That wouldn't be a problem, if there weren't so many monsters. Arch-Viles everywhere, a Cyberdemon, dozens of revenants, hell knights, baron of hells in a kinda medium sized room. That sounds fun right? Well, not really.

 

If the map would provide enough cover (from the Arches), more ammo and weapons than it would be alright. There are a lot of masterpiece wads/maps, with a lot of monsters, and I don't have problem with that. But I don't think that this is executed well right here.

 

Fantastic looks, but the gameplay is just mindless. That's a shame.

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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