twilight zone 2 - paul corfiatis



Filename: twzone2.zip
(bad link fixed c/o Garth Dunn)
File size: 3.83MB
Author: Paul Corfiatis
Homepage: www.geocities.com/paul33_au
Other work: Death Tormention 1 & 2....


01: SPUTNIK PORT
Not a bad opening level, the main problem with it is that it looks very bare. But it also has a good kind of 'brutalism' behind the building style. Some of the texturing outside is however pretty poor. Gameplay is good, no errors anywhere.

C: 6 G: 8 E: 10 A: 6.5 T: 6 -- 73%
02: TRITON
The opening parts don't look too bad, again the problem is that it's too bare. The map starts well, throwing you into action straight away. Aesthetics decline as the map goes on, the worst part is the big, Inmost Dens-type outdoor area with very little in it near the start.

C: 5 G: 7 E: 10 A: 7 T: 6 -- 70%



03: NEMESIS
This is possibly the first really good level in the pack. It's incredibly atmospheric and sinister, as you stalk along the cobbled corridors the music sort of creeps along behind you, as it were. This map features the first 'new' monster -- the Iron Lich from Heretic. That is your 'nemesis' in this map.

C: 8 G: 9 E: 10 A: 7 T: 6 -- 80%
04: MOMENTO
This wad is definitely getting better as it goes along. This is an overall nice, gothic styled map that has a number of hard-to-find secrets which can keep you on your feet, but sadly, it becomes more and more vague and repetitive as it goes on. A secret near the start looks as if it closes permanantly, but wait 30 seconds and you'll be out in no time.

C: 8 G: 6 E: 10 A: 8 T: 7 -- 76%



05: TNT BARONS
This is unfortunately one of the oldest and most uninspired maps in the pack. There is a lot of unneccesary running around to do in the later parts, and it is very bare. Plenty of secrets to find, just like E1, and the cyberdemon is not as hard as he first looks (when you find the secret BFG)

C: 6 G: 6 E: 10 A: 7 T: 5 -- 68%
06: BURNETT MINING COMPLEX
This one is not bad to start off with, you are put into a Final Doom-type complex with crates in it to navigate through, but it really starts to drag in the later sections. The texture combinations in the later parts made me grit my teeth, and I often missed jumps, which was annoying. I was glad to reach the exit...

C: 7 G: 7 E: 10 A: 6 T: 7 -- 74%



07: SUFFOCATE
This is one of the first really good maps in the pack, it's got atmospheric music, nice texturing, good gameplay, and a very strange logo which keeps cropping up from time to time -- a little cartoon lad with some kind of glowing sword. What does this mean? I think it might be something to do with the map30 end boss.

C: 7 G: 9 E: 10 A: 8 T: 8 -- 84%
08: PORPOISE
This one is pretty good -- nice texturing again (many of the same textures as map07 were used), some good Heretic-type styling in the midsection, and some nicely dangerous areas, mostly involving revenants. A tad under-detailed for my taste, but then again, my tastes are very high. Well done.

C: 7 G: 8 E: 10 A: 7 T: 7 -- 78%



09: GYMEA MENTOS
It isn't as good as the previous maps, but it's nice enough to be getting on with. Some well-constructed and intelligent areas in this one, plus a scene at the end (pictured) that can get pretty dangerous -- an archvile in an open area guaring the yellow key, and the only cover is behind the stone pillar.

C: 6 G: 8 E: 10 A: 8 T: 6 -- 76%
10: FACILITY
I believe I've seen this map before: within the confines of one project called BioWar, by Chris Harbin and others, but the texturing and a few other subtle things were different in that one. I personally don't like this version as much as the BioWar one... some startling traps here to watch out for, and 11 secrets!!

C: 9 G: 9 E: 10 A: 8 T: 8 -- 88%



11: TERMITE MOUND
This is a good 'boss' level -- short and to the point. Some intimidating music and atmosphere combine and produce mind-blowing results. For the first half or so, it's rather dull with the brown theme and such, but you're not there for long. The shot shows a near-end scene, which I think you'll agree looks very nice.

C: 8 G: 8 E: 10 A: 7 T: 7 -- 80%
12: DEATH SHIP
This one ain't that great (despite the score). It sprawls a great deal, it has some very boring and unmemorable bits (which I have forgotten) The engine room is really something to look over a great deal, cause it's pretty nice. As is the courtyard shown to the right.

C: 6.5 G: 6 E: 10 A: 7 T: 7 -- 73%



13: D'SPARIL'S DOMAIN
This one has a very odd kind of atmosphere all the way through it -- I put it down to the chord combinations in the music. It's quite nicely medieval but it must be said that a fair bit is pretty boring to look at. There are a few visual gems here, such as the scene in the shot, a Mordeth-type courtyard with powerups on the top of pillars, and the exit room.

C: 7 G: 8 E: 10 A: 7.5 T: 8 -- 81%
14: HAZARD BASE
The beginning is amazingly metallic and overall it's pretty well made. It starts to sag in the midsection sligtly, but overall a superlative performance.

C: 8 G: 7.5 E: 10 A: 8 T: 7.5 -- 82%



15: STARDATE INSTITUTE
Ugghh, overall this is one of the most boring maps in the pack, but there are a number of things to be said in favour of it: it's long, challenging, and (unlike some others) does not sprawl too heavily. The bagpipes in the music are a very Paul-ish touch, they really enhance it, and it must be said that the secrets (and secret exit) are hard to find in this map.

C: 7 G: 6 E: 10 A: 6.5 T: 6 -- 71%
16: SUB-SPACE
Ooh-aaye, this is one of the most beautiful maps in the pack. As has been hinted before (through my BioWar demopack), I like ice a lot in Doom (less so in real life) and this map has plenty of it. The gameplay is great, with a very nice smooth flow. In parts, there is a very high thing density, so claustrophobes be warned. [grins in an idiotic fashion].

C: 7 G: 9 E: 10 A: 8 T: 7 -- 82%



17: SPACELAB
It's highly variable, but it has its moments. The start reminded me quite heavily of some of the Icarus maps, with its silver and grey metal scheme. Overall, it's not great, but some parts are nice. Such as the scene to the left, which ironically is one of the most beautiful in the whole WAD. (it's a long passage into a ship with plexiglass windows and you can see the stars all around)

C: 7 G: 7 E: 10 A: 7 T: 6 -- 74%
18: THE GYPSY
Urgh--it's pretty dreadful in its design AND in the music. Nonsense in both respects, it's another very old and somewhat uninspired one. Very blocky and under-detailed, and the gameplay isn't that great. I searched long and hard for a good place to take a shot of, then decided that this one was best. Don't touch it, you might catch the designers' block off it.

C: 5 G: 6 E: 10 A: 6 T: 5 -- 64%



19: DISASTER AREA
Wasn't "Disaster Area" a sign in Final Doom's TNT:Evilution? There was a very long stretch of one level in very murky tunnels with cobwebs, and the way out was through a section of wall marked "Disaster Area", as I remember. The map itself is very much like FD, with a touch of Evilution predominant. Some pretty well-done traps to be wary of. This is one inspiring map.

C: 9 G: 8 E: 10 A: 8 T: 7 -- 84%
20: CORCOUS
A very creepy ending map, there's a lot to be said in favour of it. Its texturing, its gameplay, its ending, and like 11, the way it's brief and to the point. The "death clone" (as seen to the right) is very sinister, squatting against vast expanses of starscape. You have to be very accurate to kill all the Keen dolls within the brain of the clone, so you can exit.

C: 8 G: 8 E: 10 A: 8.5 T: 7 -- 83%



21: PROCESSING LABS
Yuck. (I personally think that's all to say about it :-) This IS the worst map in the pack -- it certainly looks like the oldest. The scene to the left is the most detailed area in the map, which says a lot. There are way too many empty, winding corridors, and the whole thing is a pain to play, start to finish. Avoid like clichés.

C: 4 G: 3 E: 10 A: 4 T: 2 -- 46%
22: DESPAIR
Despair may set in when you try to cross the grid-puzzle seen to the right and wind up getting killed again and again. Inspired (damnably) by that diabolical puzzle at the end of TNT:Evilution (made by one Jimmy Sieben). Aside from this, it's another nice trek through some caves and stuff. Enjoy, and be careful.

C: 8 G: 7 E: 10 A: 8 T: 8 -- 82%



23: WHO STOLE THE HEALTH?
It's pretty nice, it's linear, it's a good mix of general Doom/Doom2 style with that of E1M7 in Doom. (You'll know which part I'm talking about when you get to it.) It was released as a demo level, which can be downloaded -- individually -- here. It can get very tricky thanks to the fact that there's no health at all in the map. Beware...!

C: 7 G: 8 E: 10 A: 7 T: 6 -- 76%
24: THE ABYSS
This one is very E4-ish in its style, some good scenes like the one seen (or scene? :-) to the right. It starts out well and carries on well, right from the opening moment where you're staring through a hole in the wall to the final one, where you exit in a sandy-walled room... however, it does get a bit repetitive in the western parts.

C: 7 G: 8 E: 10 A: 8 T: 7 -- 80%



25: AMY'S KEEP
Whoever Amy may be, I'm sure she'd appreciate a damned great keep plonked on her mantelpiece. (Stop sniggering in the back there!) This is a pretty good map, some repetitive sections in tunnels, but apart from that there's nothing wrong with it. Don't despair when you get to the baby cyber, there's an invulnerable nearby....

C: 8 G: 8 E: 10 A: 9 T: 8 -- 86%
26: DEN OF INSANITY
Yawn... this map is unbelievably boring, with endless trekking through dark tunnels.... building style is allright, but the monsters are very uneven, with either large spaces without a single one, or a big hall of them where you have to face them without an adequate weapon. And in fact one part has been lifted right out of TNT-Evilution, and altered! You'll know which one.

C: 7 G: 5 E: 10 A: 7 T: 7 -- 72%



27: PLACE OF RECKONING
It doesn't look that great, in fact it looks like one of the original D2 maps, but it plays pretty well. There are some dramatic scenes, like an outdoor area with a big lava-pool and a large indoor room with baby cyberdemons in it... you have been warned!

C: 7 G: 8 E: 10 A: 5 T: 7 -- 74%
28: UNHOLY
This one in parts is very Plutonia-ish, but the style is generally more Paul's own. (I've spotted a poster for Yoshi's Island in this one, among other things...) it's medium length, and there are, more-or-less as always, plenty of secrets to hunt for. Most useful is the BFG, near the yellow key....

C: 8 G: 8 E: 10 A: 7.5 T: 7 -- 81%



29: CAVERNS OF DARKNESS
In some ways it doesn't look too bad, there's a lot of D2-29 inspiration, and the scene shown to the left is one of the most amazing ones in the megawad. It doesn't look like much from here, but wait till you're there! I personally think Paul should have used a darker texture instead of SP_ROCK1, but you make up your own minds about that....

C: 7 G: 8 E: 10 A: 8 T: 8 -- 82%
30: JON'S ARENA
Although it looks a little dull, this is the most fast-paced map in the pack. (It's certainly the smallest) It's a tad confusing at the beginning when you've opened a few doors, but after that -- when the barrier is lowered -- it's one of the hardest map30s I've come across. And a little hint to all of you out there: don't stand on the south side of the map when the boss does explode....

C: 7 G: 9 E: 10 A: 6.5 T: 8 -- 81%



31: MORASS
Ugh! Mess would be a much better way to describe it. It's a damn great maze -- and I really mean big, I suspect there are lost tribes of pygmies in there somewhere :-). All the corners etc. are identical, and you could spend hours in there trying to reach either exit.

C: 4 G: 3 E: 10 A: 7 T: 2 -- 52%
32: MEORHANA 4 YUL
Now -- umm -- how do I describe this level? Weird would be one word. Short would be another, and crazy GameBoy music would be the other three I was looking for. :-) Nice map, it looks good most of the way, there's a huge secret stash of weapons, so you don't have to panic when you meet that cyberdemon.

C: 7 G: 9 E: 10 A: 7 T: 7 -- 80%


verdict

Pros: It's fun, and at times fantastically built. Loads of secrets
Cons: Bad maps are often really bad, first 6 levels aren't that good

Recommended download. One to keep in the old archives, at the very least.

Construction: 69.5%
Gameplay: 73.3%
Error fixing: 100%
Aesthetic: 71.2%
Thing placement: 65.8%
Overall: 76%




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