Reisal Posted August 9, 2009 This is the secret level accessed from Maledictio's secret exit, as it is short just like the original id level. Download link: HERE Enjoy and please let me think of this, as I say for every map of the series I am releasing. 0 Share this post Link to post
pavera Posted August 9, 2009 That was fast, I'll play this after work. 0 Share this post Link to post
Reisal Posted August 9, 2009 It was fast to build because I had the layout lingering in my mind during Maledictio's development. 0 Share this post Link to post
pavera Posted August 9, 2009 This was alright, but I wouldn't quite put it on par with the rest of the episode. Compared to the rest of the episode, this level was quite easy. I liked the marble theme, but I thought the ashwall outside the window looked kinda weird. Other than those little nitpicks though, this level is by no means bad and definitely feels like a secret map (short, sweet, and with some sort of gimmick). Oh and I'm not sure if this was intentional, but you can Spoiler press the switch which lowers the beginning room's floor right from the beginning of the map In fact, now that I think about it... Why reveal the secret map before the episode is finished? Surprise is ruined. ;/ 0 Share this post Link to post
Super Jamie Posted August 9, 2009 I liked it, nice architecture. Short like the original secret level, and has an actual point unlike the original which I always thought was kinda dumb. Must admit I was expecting more traps and enemies coming at you from all around like the others. One thing I only just thought of, do you think there should be an actual reward for finding the secret level? Like in the original E2M9 you get blue armor, a backpack, a soulsphere and every weapon (except the BFG). You could potentially pistol start it and be in damn good shape for E2M6 by the time you finish. In this one, you get just enough to finish the map. 0 Share this post Link to post
hawkwind Posted August 10, 2009 Since this is a boom map here is my 2c's worth for improvement IMO 1. Give sector 64 the floor flat19 2. Give linedef 337 the linetype 261. Tag it and sector 64. 3. Give linedef the type 27592. 4. Change sector 62's ceiling height to 68. 5. Change linedef 364's Y offset to 14. 0 Share this post Link to post
Hellbent Posted August 11, 2009 pretty good. maybe do a diff texture theme :- The music seems more fitting to Metroid than doom 0 Share this post Link to post