Why don't I have a custom title by now?!
edoanimus: I thought MAP32 was a little low on ammo, especially at the beginning. But I really liked it, it's a very unique map, I've never seen anything like that before. Well, maybe Strain MAP02 was kinda like that, but you took level morphing to an entirely different level. Great work.
Presenting my FDA pack. All levels finished with the exception of MAP17. I died near the exit, it was the end of the day, I was tired and I didn't like the map anyway.
Quick thoughts on the maps:
01 - I just don't like when people put tons of hitscanners everywhere, it looks a little silly to me and not very enjoyable. Cool visuals though.
02 - Hmm, something felt wrong about this map, maybe it was too gameplay-oriented for my taste, without any exploration or interesting areas to look at. While many skillsaw maps are like that, usually his visuals are so beautiful that I can forgive anything. But this time I didn't like the theme too much. Maybe I'd like it better with the E2 sky... Anyway, I'm just rambling here, the map is still very fun to play so good job. :)
03 - The white base is awesome, reminds me of Suspended in Dusk. But I didn't like the cave part, it was too dark and I was mostly sniping imps on the high "pillars" - not very fun.
04 - Too much grey. Very rarely can I enjoy such designs, I want more different colors... Gameplay is fine with exception of the part where you kill many imps on pillars (omg, not this again).
05 - Hmm, I can appreciate some original ideas in there, but this map looks very amateurish to me, with rather unintersting areas and gameplay situations. I basically skipped the whole final battle because it looked very boring to me. Sorry...
06 - Very cool to see Adam Windsor back and kicking ass again. My favorite thing about this map is the secrets. You don't just find some goodies in them, you also open the secret passages that simplify the navigation for you. Nice touch.
07 - This one felt a little unfair to me. Quite tight balance in the first half, you have to be very careful to survive. The second half is nice, pretty neat base.
08 - First favorite map, very cute snow base with fantastic nonlinear layout. And running on ice is so much fun, even more than wallrunning on long impassible fences. :) But I've heard that there is some secrets that can be blocked forever? I highly recommend to get rid of them, those are so annoying...
09 - Second favorite map. It is in PL2 style, do I need to say more? And I don't mind the "hidden" SSG, I survived on the start without it. :) And again, it is just so PL2-like. That wad was full of maps with hectic starts and I really liked them.
10 - This one looks really cool but the abuse of teleporting monsters made me hate it. You can't make two steps without something teleporting in front of you or behind. Just ridiculous, I can't enjoy this type of gameplay.
11 - Third favorite, it's an amazing huge nonlinear map, really great work guys. I died two times after ~90% kills but it didn't make me angry at all because I was having so much fun. But maybe plasmagun shouldn't be hidden in a secret? It's hard to imagine someone reaching the exit without finding that secret. Also, PEs are eeeeevil!
12 - Totally hated this one, too difficult/annoying without the secret RL that I didn't find. Many similar repetitive battles, very little texture variety (nothing but brown rocks!). Not my cup of tea.
13 - Tons of copypaste, weird RL/PG gameplay, zero challenge. Dislike. But at least I exited in a funny way because I didn't know what else to do. Probably missed something very obvious.
14 - Weird RL gameplay again, but at least it's not whole map this time. I didn't like the design, looks like Processing Control was overwhelmed by CC4 texture pack (which is not surprising, I mean this pack is HUGE).
15 - Cool semi-realistic base/city map. After I read the other comments, I guess I agree about the crampedness, but somehow it didn't bother me at all during the game.
31 - Ugh, almost single color map again... But nice gameplay, I especially like the part where the revenants teleport everywhere. Fun.
32 - Fourth favorite. As I already said, amazing level morphing and very unusual design. This map is totally chaotic and crazy, at times it feels almost like a joke map with all those zombieman hordes, stuck cybers and weird decorations. And that is awesome.
16 - I don't like the idea. At first you're confused, then you find tons of ammo and easily kill everything. The jumping parts are cool but I wish I wouldn't have to run across the whole map after each failed attempt.
17 - I thought it was terrible, the amounts of copypaste and repetitive fights are ridiculous. And no, you can't just color two halves of the map in two different colors and say that the symmetry is justified now.
18 - Great city map, kept me on my toes till the end. Mechadon, your detailing rocks. And I guess the whole layout was made by Jimmy? Very nice work too then. But there was one big issue. The cyber got blocked between two invisible bridges, so after I got the red key and went back to start he was completely harmless! Could you make it so the bridges "disappear" when you step away from them?
19 - Hehe, what a brutal map. :) Fun challenge and excellent SOD map11 remix!
20-21 - Last two favorites. Mapper of the year IMO. You get incredible Vrack-like map with some mindblowing colorful effects. You think it just doesn't get any better than this... But it does right on the next map. "Shaman's Device" is one of the most inspiring things I've ever seen. Lupinx, you're awesome and so are your music choices. <3
22 - Quite bland in design but the gameplay is actually not bad. + Very catchy music, totally loved it.
23 - Again, very simple looks but the gameplay is polished nicely. The yellow key trap is maybe a little too dangerous if you're not prepared for it. At least it got me.
24 - Maybe it's a cool map but the arch-vile trap pissed me off so much (died in there two times) that I couldn't truly enjoy playing. Almost total darkness isn't my thing either.
25 - This was way too easy for me and I didn't see any interesting areas or visuals. Boring...
26-27 - Oh wow, two new WOS style maps out of nowhere! That is so sweet. The black marble castle on m26 is just sexy.
28 - Oh, I like it, more beautiful castles. Very smooth difficulty progression. GJ on this one.
29 - God, this map scared me so much, I was very happy to finally beat it. It might looks easy on the demo (I haven't even died once) but trust me: I was very nervous. Impressive work darkreaver, now I'm looking forward to "Revelations of Doom"!
30 - This map looked very dangerous so I played in a lame way, hiding from everyone and utilizing infightings to the max. I couldn't figure out what to do in the IOS battle (not sure why: seems so obvious to me now, I guess I was in a hurry because of teleporting monsters and forgot how to think straight) so I had to look in the editor.
So, nice wad guys. :) I made a suggestion on ZDaemon forum and if all goes well - we'll do some multiplayer testing on Thursday.
btw Doom Builder 1.68 finds unclosed sectors on some maps (30, for example). I recommend to check all maps with it.
Last edited by Memfis on Jul 29 2012 at 16:10