You were right about the difficulty levels. I started out playing these on UV, then was like "lol no" after getting massacred by monsters in every direction in the acid area on MAP01. HMP is also pretty hard, though not unfairly so...at least not entirely. MAP01 was tough but doable; unfortunately, though I got near the ends of maps 2 and 3, I eventually quit when I ran out of patience and also ammo. These definitely force you to use every bullet and every rocket with care, which is pretty exciting but also kind of frustrating when I find myself pitted against two hell knights and a fuckton of lost souls with nothing but 2 rockets left to my name.
The maps are short, but given their brutality they really couldn't be much longer, so good job with that. I like how stuff continually opens up as the map progresses. I also think you did a good job connecting different areas together, making virtually no part of the maps safe and keeping the action moving, though I agree with others that the very linear gameplay makes fighting the same close-quarters battles repeatedly a bit of a pain. Using the rocket launcher in such close quarters is difficult and definitely dangerous, but you always left just enough room to negotiate that danger. Overall, these were actually pretty fun, and were I a more patient man I would've stuck out all three to the end on HMP. (I also don't doubt that there are people much more skilled/insane than me who can do these on UV.)
The architecture isn't brilliant but it's good nonetheless. As I said, you join different areas together well, and use of teleporters, doors, and height variations at the beginning of MAP02 was delightfully disorienting, and though I don't normally like trial and error it was kinda fun to figure out how to most economically use the teleporters, chaingun and SSG to get through that first area. Your texture choices aren't bad though in some spots I think there are too many different textures clashing up against one another in one small area. Sometimes a more sparing choice of textures will bring out good architecture even more.
This could be aligned better too
The grate disappears into the ground here. Probably just an oversight.
This and similar things might look better if the lowering floor matched flats with the one it's lowering to. Just a thought.
Crushers like this that go up right into the sky and back are funny looking and can be easily made better with a bit of bordering ceiling for it to (appear to) go into.
Overall, a good set of maps! I think your idea of making maps hard by merit of weapons choice is fairly well-realized at this point. I just know there's an all-melee weapons map coming down the pipeline (or if not, it's an obvious idea that's probably occurred to you anyway.) Keep up the good work. :)
EDIT: Oh, and one more brief mention: the revenant .deh is pretty clever.
Last edited by StupidBunny on Nov 3 2014 at 06:43