One final batch of feedback:
All levels played on DSDA-Doom complevel 4 UV with limited saves from a pistol start
Super fun damaging floor gimmick here. I kinda feel that damaging floors as a gameplay mechanic only rarely are used to their full potential despite being super common in general. Having the pressure of a challengingly low amount of radsuits is a great way to shake up Doom’s gameplay. This map compares interestingly to the other mostly-damaging-floor-map I can think of – Skagway from UAC Ultra. While that map is a straightforward gauntlet, this one is really more of a puzzle box, with each of my attempts gradually getting me closer to unlocking an optimal route. Had a great time challenging myself (and succeeding) to do the map saveless, which played well with its puzzly nature.
Yet another gloomly techbase map, with more laid back combat once again providing a great contrast to the previous level. A bit less distinctive than some of these other maps but still really enjoyable overall. The whole thing is oozing with atmosphere
Cool double switch motif. The alignment on this pair looks off tho
One of my favorites of the wad. While the “2 versions of same map” gimmick isn’t totally original (I was going make a comment about how this might have been influenced by NEIS E4M2 until I realized there’s a much more obvious inspiration) I think this is the most successful attempt at it that I’ve played, with tons of cool connections between the 2 halves. The concept wasn’t totally obvious to me at first, but then I picked up the computer map, noticed the similarities between the 2 map halves, and then everything began to fit into place. Besides the overall concept I had a great time with the combat here, with it consistently putting up a challenge but never really being overwhelming, and loaded with nice set pieces
One of the best uses I’ve seen of the mordeth bridge effect here. This whole area around the raising water pool was one of my favorite sequences of the wad actually
More automap weirdness here with some random stray non-hidden lines showing up on it (after the computer area map is picked up IIRC). These have been common enough in the wad by this point that I recommend someone just going through and idbeholda-ing at the start of each map…
Relatively low monster count, but I found this to be one of the wad’s hardest maps. A strong sense of tension runs throughout the map, with a tight health and ammo balance being complemented by level geometry that maximizes the danger of each enemy. Gameplay kinda reminded me of Dark Souls of all things. Probably my least favorite of this batch of maps (just found the start sequence a little annoying I guess), but, like, still really good
The double key setup of MAP10 is reused – also loving this wad’s commitment to optional areas
A surprisingly straightforward and easy start here compared to the other Tarnsman maps in the wad, but the gameplay gradually ramps up here until it culminates in possibly the wad’s hardest sequence following the blue door. An excellent penultimate level for the wad, with some clear Evilution homages but still a unique identity.
FWIW I had pretty bad ammo problems in the big spider fight. If the archvile encounters precding it go poorly and they resurrect the Mancubuses you can get locked out of having enough to really deal with it. Besides this I really enjoyed this whole section, especially the use of crushers
lol well this is something. A pretty cool map, not my favorite of the wad, but clearly an achievement in vanilla hackery and in-level storytelling, and overall a fitting ending
I think the story aspect of the map is its biggest strength, and at some points I feel the combat got in the way of it. I guess I wasn’t a big fan some of the gameplay here, finding it often more annoying really than challenging (the big ambush in the dark in the blood stream is an example of this). YMMV but I think the map would have been improved if the difficultly was toned down to allow the level’s atmosphere and narrative to remain more clearly in focus. Just because it's the final map doesn't mean it needs to be one of the hardest, and MAP29 already provided an excellent climax to the wad's gameplay challenge
Gotta love a good Team TNT logo sighting
Not a bug, but just wanted share the tragedy of this lost soul getting stuck in the void 😢
Great music here, kinda similar to the Doom 2 MAP30 midi actually. Wish more wads had ambient-leaning music like this
I found lupinx-Kassman’s plot synopsis post to be really helpful in actually explaining the story. While originally playing the level I thought the premise was doomguy getting shrunken down and Fantastic Voyage-ing it through some normal-sized person or demon’s body, which meant the final reveal was something of a… headscratcher (sorry). While I’m not opposed to ambiguous stories in general, I think have some of these plot details be made more clear could really enhance the experience of playing this map for the first time
Overall pretty awesome wad, totally worth the wait, and shaping up to be one of my favorites. Really loved how much variety there was, with nearly every map feeling like a unique experience dissimilar to anything else in the wad, yet with the wad being surprisingly cohesive as a whole. It was pretty interesting seeing the varying interpretations of what makes TNT maps what they are, whether it being a prevalence of doom cute, a haunting atmosphere, an intimidating sense of scale, or a blast through a brightly lit techbase. One fortunate way the wad clearly differs from Evilution is that it's final 3rd was its strongest, with a really incredible string of closing levels starting from around MAP22 and never letting up.