I'll stick to just words once again. Here comes map-by-map analysis for boom wad.
Map01: During the course of the last several months I started to like cb's maps even more and always pay close attention to his works. So now it's another slaughtermap that looks more difficult than it really is. The aesthetics are heavily reminiscent of HR2 (at least how I see it), not a bad thing. Dual AV trap may be pretty hectic if you visit it first, but if you go another way around collecting supplies - it's just as easy as others. Blue key trap should be something more menacing actually, single cyb cannot match player's firepower in there. And then comes the last fight that looks frightening initially, but then comes realisation that the whole map lies open before you, so there are plenty of camping spots and in general too much space for all these hordes to pose a significant threat. Many infighting possibilities, too. Overall this was enjoyable map, a bit easy but still quite pleasing.
Map02: Below average.
Map03: Nice Corfiatis map, if only a bit too easy, the opposition never gets really tough and player always gets oversupplied. An ammo gluttony it is... There's no need for bfg (I never found one, but since you say it's there) unless you wanna mercilessly troll that poor lone cyb.
Map04: Way below average.
Map05: Ahhhh... forced tyson = not fun for me. And arach placement is so dickish that it provokes nothing but vexation quickly transforming into anger. Of course he may be very useful once you open the colored door with chaingunners behind it, but it gets really tricky to outrun his plasma bolts in such a cramped location. Looks decent, plays bad.
Map06: Balances on a thin edge between decent map and amateurish crap. Both visually and gameplay-wise.
Map08: Looks really nice, though the combat for the most part is non-threatening. Ragequit sign was funny, though I didn't find the ending fight to be that frustrating, maybe I just got used to tricks like that even though I really don't like them (hello, cyber jumpers of Epic 2).
Map09: Very average. Probably my expectations were too high after seeing truly impressive Ultramarine Kingdom, though I know that we have just a quick speedmap in here. Still, I was largely disappointed. Not very fun to play, run in cirlces and shoot stuff.
Map10: Played this before as a part of shattered Triplex, nice map. And it only gets better without dehacked and recolored sprites it had initially.
Map11: Pretty fun to romp through, very cramped and compact, but still nice. Famous ammo shortage in here again, but not a big deal since this map takes just a few minutes to beat. Finished it with 2 hp while ssging the final cyb lol. Also, ridiculous music.
Map12: Pretty decent Tricks & Traps-wannabe, though I never liked the original much to be honest. Not much more to say here.
Map13: I already said this is a really nice map with neat design and cool concept. The gameplay feels a bit too cramped and ammo feels lacking in places but still enjoyable for the most part.
So, my personal picks would be 01, 10, 11 and 13 with the first and the last one being the best in this section.
I'm slowly playing through zdoom/udmf section, this will take a while.
@ Veinen: well, yes, the first room was designed as a sort of a chess game for pros (to clarify - I don't consider myself one). At some point it does get grindy, but so does every fight with high monster count once the initial frenzy settles down and primary targets are taken care of, I can't think of any exceptions and I'm okay with that. This particular map shows its teeth right away and I think it's more fair than putting a fight like that in the very end. Thanks for your input anyway.
Last edited by Demonologist on Jan 12 2014 at 08:49