i enjoyed them both, just in a different way. tnt frustrated me by having me stuck in some huge map, unable to find the exit, plutonia by making me wonder how the hell some maps could be finished at all. to be fair, both episodes have their strong and weak maps. plutonia is just much less varied. tnt appealed more to me from the start because i liked liked exploring the vast, sci-fi themed maps more than the gameplay of plutonia with its shorter, harder maps.
well, that might have come from developing my skills, anyway plutonia grew on me as i learned the maps and how to deal with its ambushes. when you know what's coming it's fun to slaughter them, but to an unknowing player, running into a horde of revs repeatedly is frustrating.
just adding my potatoes to some remarks here...
heh, i have a general dislike for this type of maps where you start on top of some tower with lava below in plain view of several monsters. if antichrist was bad, hr's post mortem was evil.
I found Go 2 It easier than Antichrist to be honest.
I understand your reasoning, but I think the id guys knew that they had created a pretty terrifying monster, so to use it sparingly doesn't really give the player a chance to learn and understand it, so when it finally does show up unexpectedly, the player has to panic and spam plasma at it until they can breathe a sigh of relief with the confidence that its dead.
scary? when i played map 11 for the first time, i ran out to the ring structure and tried to snipe him from there, not even daring to get close again to that guy.
right, because you can snipe back at those pesky chaingunners. hm, i haven't played without mouselook in ages, the mouse feels weird to me without.
Plutonia gets more fun with mouse look. In a way it feels like it was designed for mouse look. And there's usually plenty of rockets and plasma to spell DOOM.