(I've switched to compat 9.)
AB's 'secret message'
Well, it's presumably a joke wad, but it actually has some quite fun tactical situations in it.
Fun arena-y level. Clever use of lower textures for key markers to save lines (though even more could have been done to save lines on the doors). Mostly just a level I ran around in, as I largely ignored the monsters and bee-lined the exit. There was plenty of space to take this approach.
This is a fine effort at a more traditional Doom level, while still adhering to the 100 lines limit. I liked it a lot.
Another gimmick driven level, as you hop from platform to platform while being pelted by revenants. Not my idea of fun.
It's a giant triangle filled with things.
Archi's SoD24 riff
I'm not a fan of the concept, which I guess originated in SoD map24 (haven't played it). Execution of the idea is OK though.
I liked that this was more of an attempt to offer typical Doom-style play. With difficulty levels, I would probably enjoy it more - a bit beyond my skill/patience level as is.
This was a fun map, showing that you can squeeze a decent amount of content into 100 lines while delivering a map that doesn't look terrible. I think it would be possible to improve the map's looks still further, but it works fine as is. My only gripe would be the cyber battle, which can simply be ignored by running in circles around him until the exit appears.
Presumably a joke submission.
Kaiser's chosen to use more lines for detail than he might otherwise have done, which together with some other linedef-inefficient choices, forces this to be quite a short map. It's a pretty fun one though, with a diverse mix of enemies in its short span.
This IoS map has the advantage of being more obvious in its workings than Obsidian's, though the swarm of monsters already on the map at its outset makes it not much more fun to actually play, for my tastes.
There is apparently more to the level than the opening catwalk, but I'm never going to see it.
Ditto, except it's a corridor, not a catwalk.
102 linedefs this time. Alas, this rule-breaker is not even an interesting map: lots of dark, 64-wide corridors dotted with archviles does not really make for compelling gameplay, and the exit room is completely skippable.
Typical joe-ilya weirdness: triangular crates, eclectic texturing, and so forth. Kind of fun gameplay for the most part though. The final cyber is a bit 'meh', especially since you can knock him off his platform, thereby making him a non-issue.
That brings me up to the point where I finished my second level, which seems like a good point to break for the day.
Last edited by Capellan on Jun 22 2013 at 22:05