Jaws In Space
Okay so I'm going to go ahead and play through all of the maps & give my detailed opinion on every one. I'll be playing through on UV from pistol start on each map.
-First off I'm going to say that I think that this map was the lesser of the 2 that were submitted for this slot, I always thought that Traversed version based off of E4M1 was a better map & I still stand firmly to the belief that we should have used his map instead of Doomkids.
-Now as for this map itself, right away I'm going to complain about the use of non E1 textures here, so far E1M2, E1M3, E1M5, & E1M7 are the only maps strictly using only E1 textures, it really needs to be all of the E1 maps doing this, not just half of them.
-Also speaking of non E1 things, how about those trees everywhere right at the start they really should be removed.
-Next thing I have to complain about is the 2nd green armor, even on UV difficulty I found it to be completely useless, if it's absolutely necessary for an armor to be there it should be a blue armor, but that causes problems because blue armor should only be found in a secret area. So then I might make the suggestion to remove the first green armor, but then it would make it less like E1M1 where you get the green armor right away. A possible solution is to make the second green armor a blue one & just make that whole room a secret area
-Speaking of secret areas, I found that the secret lift with the box of ammo & shotgun shells was not well marked at all, in fact I only found it because I've played E1M1 before & that wall has a switch texture on it.
-Then there is the secret area containing the backpack, this one is not marked at all, I only knew about this one because I have played older versions of this map. Also why is there even a backpack on this map this is E1M1.
-Since were talking about that area I should mention that I think the room beyond the Exit door it unnecessary, why not just make the room with the secret backpack the Exit instead of having 2 rooms of the same shape right after one another, besides the 2nd exit room just looks pretty ugly with that overhang.
-Over all I felt that there was an overabundance of Shotgun ammo & health in the latter half of the map.
-Okay first I think that it needs to be said that this look almost nothing like E4M2, beside the lift that leads to behind the start, the yellow key room, & maybe the exit room there is nothing that would clearly indicate that the original map was E4M2. Honestly I would hardly say it resembles E1M2 either, except for the computer maze. This map need a truly major overhaul in it's overall design.
-There are only 2 deathmatch starts on this map, I'm pretty sure you need to have more than that.
-Now for some hard to see stuff, the stairs you are supposed to go down right near the start of the map are fairly hard to see, they should be made a little bit wider.
-Also the switch right there that is needed to open the door should be either facing the start or facing the wall, not facing a direction so that you run past it not even knowing that it's there only to have to run down to push it to get the door to open.
-The platform that lifts you up to behind the start is too small, it's almost impossible to avoid getting hit by an imp fireball unless you jump back down into the acid.
-The floor that raises in the yellow key room is lower unpegged, which makes it look really fake as it rises.
-The texture misalignment on the secret door for the outside area is really bad, the different textures already give it away that it is a secret door, the misalignment's are unnecessary, besides anyone that's ever gotten outside in E1M5 knows how this secret works.
-I think that the red key is a little bit hidden, perhaps it could be moved to the end of the platform where the health potions are so it could be more visible, as soon as you enter the room.
-While it's good that you removed the rocket launcher, the second backpack seems to be a little redundant, I think that there are enough secrets in this map that you could just remove one of them altogether.
-I'll admit that I screwed up in taking this slot with this map, I should have taken E2M3 slot & then I wouldn't have had to deal with the non E1 textures, the berserk secret, & the teleporting monsters.
-I believe that the teleporting monsters are the only issue that people currently have with this map, I'm really opposed to removing them because I think it makes that trap more interesting, besides teleporting monsters were used in episode 1, but that was the secret map.
-Usage of non E1 textures here.
Nothing else to really complain about, it's a pain to beat from pistol start, but I'm sure most people will play continuously so no changes are needed.
-Firsts things first, this map was one of the worst offenders for use of non E1 textures, they are all over the place in this map & should be removed.
-Second once again the issue of teleporters comes up, this time it deals with teleportser that the player uses. Now in E1M5 & E1M8 there are teleporters that that player can use, but one is in a secret area & the other is the end of the episode.
-I still think that those tekpillars should be removed in the exit room as they block the view of the enemies.
-It seemed to me that there wasn't enough health in the first half of the map until I got the soul sphere.
-Speaking of the soul sphere, I don't believe that the lift or the line you have to run over is marked in any way, you just sort of have to run in every direction along the tops of the pillars until the door opens.
-No deathmatch starts, I suppose if necessary you could just put the starts in the same place as they are in E2M5.
I really don't have anything to complain about with this map, it is clearly the best from E1.
-Usage of Non E1 textures.
-I've only ever played E4M6 once before & I attempted to play an older version of this map by death egg, but I'd still say I'm pretty unfamiliar with this map, but Damn, I had no freaking idea where I was supposed to go half the time.
So I started the map & cleared out the outside area, found the secret armor as well. Had a little trouble dealing with the specters due to ammo running low, but nothing major plus there is a box of shells right past them. Next I just stood on the ledge & killed as many bad guys as I could until everyone I could see was dead, then I decided to jump down into the acid to hit the switch. This is were things started to go down hill, I hit one of the switches & had no idea what it did. I didn't want to go look around because I would take damage, so I hit the other switch & out of the corner of my screen saw that it lowered 2 lifts, so I ran to the nearest one. I then cleared out this platform & took the lift that takes you outside to the red & yellow key doors. I didn't see anywhere else that I could go so I ran toward what I thought was an opening to get to the red key, but the opening was to small so I just ended up taking damage. So now I was really confused as to where to go so I ran back up to the main area & jumped into the acid to look around because it was the only thing left for me to do. So after taking some more damage while looking around I decided to go back & hit that switch that I didn't know what it did the first time, this time I saw the lift that it lowered, so I ran onto it & saw the blue key. All I had to do was make the simple jump to the other platform to get it, but of course I screwed up, so back into the acid taking damage once again, hit the switch, go up the lift, & finally get the blue key. So then I jump back into the acid, take some damage, hit the correct switch, run to the nearest lift that lowers, take some damage, then hit some switches to get the yellow key. But now I forgot where the yellow key door was, was it down in the acid pit again, of was it somewhere else. Well I decided to jump into the acid again, but nope the door's not there it's outside. So finally I find the yellow door, hit the switch go find the red key and just leave the level as fast as I can because I just had a terrible time with it so far, I didn't even want to stay to look for secrets, because I know that the chainsaw one would have me jump back into that acid pit again.
-make windows to see red key smaller so people do run into the acid thinking that it is the way to go.
-Another major change I think could really help this map is to get rid of the acid floor in the main room, I was constantly jumping down in there & taking damage while I trying to figure out where to go.
-I had other issues with this map, but I think I've rambled along for long enough about this map.
-In the end what I'm trying to say is that I really really hate this map.
-The start was a little rough, maybe a small reduction of monsters could help.
-Throughout the map there was just a slight lack of health, it's mostly noticeable because of that start.
-I didn't like the acid maze in E3M7 & I don't like it here, that's all I'll say about that.
Other than those nitpicks I would say that this is my second favorite map from E1 very good overall
-No deathmatch starts.
-Non E1 texture usage.
-This is an absolute joke of a map, I mean seriously 2 Barons in that wide open space?!?
-This map needs to be either way smaller, or it needs to have way more Barons revealed when that switch gets hit.
As far as teleporters go, I just remembered that we made gothic take all of the teleporters out of E1M7, I don't believe it would be fair to him if we used teleporterss in other E1 maps, what are your guys opinions on their use?
Okay done for today Episode 2 tomorrow.
Last edited by Jaws In Space on Nov 8 2013 at 04:42